Harry's Models GPL'ed

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sat Aug 09, 2008 2:16 pm

  • If it's not too much to ask for, there's some stuff, which isn't meant to be in the (non-segmented) model. For example the connection between chest, and legs, there's a little bit of the chest looking out from the belt. I don't think this is of any use as long as the model can't look up and down, so if you didn't already take care of it, it's just a small part, but it might look weird after a while...
    Your offer is indeed very interesting ;) But I have to get that portfolio finished first. That's top priority now. If I learn something new now, I'm gonna forget it anyway :P
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    HarryButt
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Sat Aug 09, 2008 4:50 pm

  • ok, i'll turn it into one continuous mesh. then do a better job on the uvmapping. good luck with the portfolio. :)
    zuriastrad
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Sat Aug 09, 2008 7:13 pm

  • Nice, very nice. I like it.
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    Fisume!
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Sat Aug 09, 2008 8:41 pm

  • right, here's what i did. i went back to your original blend, put the chest belt on a different layer, then took the rest of the models, applied all the mirroring, connected the upper body to the lower body, union-ed the face guard into the head, deleted half the model, mirrored it, tidied up all the extra vertices made by the union tool, marked the seems for uvmapping, applied the mirroring, brought the chest belt back and marked it's seams, joined everything together into a single mesh, unwrapped it, arranged the uvmapping into an easy to understand layout, baked ambient occlusion into the skin, gave it an armature with a "bip01 r hand" bone for the gun and exported it to a zym.

    piece of cake, really. :D
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    origin-0014.blend
    origin-0004.pk3
    zuriastrad
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Sat Aug 09, 2008 8:55 pm

Sat Aug 09, 2008 9:06 pm

  • renamed origin.tga to origin_shirt.tga and made a 16x16 black image for origin.tga. this means that the origin model can be different colours now.

    origin-0006.pk3

    i think i might actually be done with this for now. :D
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Sat Aug 09, 2008 11:01 pm

  • Wow. you did this really fast. :D :shock:
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    KillaGrunt
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Sun Aug 10, 2008 1:28 am

  • zuriastrad wrote:good luck with the portfolio.
    Thanks, I'm gonna need it.
    Anyway, the model is looking very cool with all this edgy UV stuff. As you mentioned before, it's more recognizable and kinda keeps its silhouette the way it's supposed to be.
    If you're really done with it for now, the only thing's missing are the animations :roll: and proper textures. If nobody's interested I'll have to continue work myself in about two months.
    I'm impressed how far my first 3D thingie got, but hell, I'm repeating myself :P You've done great so far, zuriastrad.
    Thanks for your efforts!
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    HarryButt
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Sun Aug 10, 2008 1:41 am

  • Once you are done with your portfolio you should start on your bug guy :D
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    KillaGrunt
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Sun Aug 10, 2008 5:03 am

  • killagrunt-
    yeah, i kinda got stuck into this one. good fun.

    harrybutt-
    glad you like it, man. i reckon it's looking respectable enough that it can wait a couple of months till you have time to work on it. after seeing your concept art i'd be interested to see what you can do when you start work on the texturing.
    zuriastrad
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Sun Aug 10, 2008 1:46 pm

  • Yeah this thread is great. I already downloaded the Origin0006 and the blend file :D Can't wait untill you add bones and animations :D :D :D :D
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    KillaGrunt
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Mon Aug 11, 2008 9:41 am

  • I like this model very much, very "nexuizy" too :)

    Keep up the good work, and don't worry, you have time, we'll wait for it :)
    "One should strive to achieve; not sit in bitter regret."
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    C.Brutail
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Wed Sep 24, 2008 3:53 pm

  • Okay, the portfolio is going to be finished in about three weeks, but I haven't forgotten this stuff here yet.
    Just a few thoughts about how to continue work on that Origin-model.
    First, of course, get used to Blender again. :P
    Second: texturing, UVmapping whatever. zuriastrad did a nice start, maybe I can build up on this some way.
    Third: animation. I think, I'm going to start with jump and death animations, since these are the most important ones imo. After all, it's all you do in this game, you jump around and die :D
    Running is important too, but a good looking running-cycle (not those cheesy Sonic-style running animations, the game's using now) seems harder to do than some short non-cycled animations at the moment.
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    HarryButt
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Wed Sep 24, 2008 11:17 pm

  • Can't wait!!
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    KillaGrunt
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Sun Oct 26, 2008 10:04 pm

  • My design portfolio was rejected and real life is now taking a lot of my time away. So this modelling stuff may take longer than I expected... :?
    I fear, that I won't have much time to get into the forum for a while, but don't worry, I quote the T-1000 on this point: "..."
    Nah, you know, what I wanted to say...

    Feel free to do something about this mesh. Thing.
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    HarryButt
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Sun Oct 26, 2008 11:03 pm

Mon Oct 27, 2008 7:49 am

  • my original concept from the first post:
    I wrote:Origin
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    An alien species with four arms. I was thinking of a Nali with twisted bones (watch his arms and legs)


    zuriastrad's fixed version of the .blend-file. I'm not sure about unwrapping though:
    zuriastrad wrote:origin-0014.blend


    Blender has an .obj-exporter. If you open up this file, under File -> Export you're gonna find all you need.
    Get Blender here.
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    HarryButt
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Sat Nov 01, 2008 2:36 am

  • Ok opened it today in Blender and exported so I can use it in max. It's unwrapped (thank jeebus for that).

    The unwrapping is unoptimized though, and there is a lot of wasted space. :(

    Anyway, the model itself is VERY low-poly, so I applied mesh-smoothing which gave it a very reasonable 3000 polygon count, then further subdivided and baked a normal map from the higher poly version.

    It looks less squarish now. But you folks might have to rerig the model. I'll include the edited .obj file.

    Have started texturing. Will finish in a few more hours.
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    Oblivion
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Sat Nov 01, 2008 2:22 pm

  • Here's what I've finished so far:

    ImageImage

    Left is medium poly model with no normal maps, center is medium poly model with normal map applied, right is hi-poly model from which the normal map was generated.

    Comments/suggestions please while it's still fresh in my mind and I can do quick changes before I submit this. I can't do any more changes later since I'm also very busy with our mod. You guys will have to take care of the team colors, rigging, and exporting in the right format for this.

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    Oblivion
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Sat Nov 01, 2008 5:55 pm

Sat Nov 01, 2008 10:28 pm

  • <3

    Finally! A playermodel with a decent polycount and texture resolution. Good work!
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Sun Nov 02, 2008 11:38 pm

  • SWEET!!!
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    KillaGrunt
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