The ai Frontier - My ups and downs

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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Wed Jul 08, 2009 4:15 pm

Wed Jul 08, 2009 11:02 pm

  • I would recommend this be something other than the Nex, since it's lack of a stock and it's short barrel makes it look alot like a close quarters weapon, but nothing like the very high power sniper rifle that the Nex is.

    The Crylink could use a more modern model, maybe this could be that. It'd just need to look more "alien".
    Flying Steel
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Thu Jul 09, 2009 3:30 pm

Thu Jul 09, 2009 7:19 pm

  • Ok, I made a quick dirty stock. It looks ugly I know but I'm not sure a stock actually fits this model (but it may just be me that's used to the look of the model without a stock as I've spent so much time looking at it). The stock is too polygonal, you can see the edges clearly. Just wondered if there are any comments and what you guys think.
    Of course I didn't spend any time creating a texture, just a plain color. In any case, if there is going to be a stock I'd like to have some input on what it should look like. If I should go with the one above just a bit more refined or a completely new, and please make it quick if possible, I want to have the model finished by Monday. I'm crazy busy with stuff and I wanna finish this model as fast as possible just to get some load off of me.

    Cheers.

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    ai
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Thu Jul 09, 2009 9:14 pm

  • texture is ugly, it looks like you took 5 different texture and paste them at random parts
    im not sure if weapon need alot of texture detail, mesh have enough detail, just add some wear to it, some glowing lights, maybe bolts
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    Morphed
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Fri Jul 10, 2009 5:21 am

  • *sigh* ... I'll redo the texture... keep it more simple
    However, I'm gonna keep most part of what's going on with the scope. I like it.
    I value the opinion of a fellow 3D/2D artist high.

    (I'm ready to redo it cause even I am not quite happy how it turned out. I suppose I need to put more effort in it. I was being a bit lazy, as Morphed has noticed. :P)
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    ai
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Fri Jul 10, 2009 11:13 am

  • for this looks like a weapon from World of Padman
    Aneurysm 4 the win !!!!! :D
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    cortez
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Mon Jul 13, 2009 11:45 am

  • Yeah , I know, making realistic steel texture is very hard. I'm trying myself to realize a quite decent texture for the buggy I'm creating but the hard part is to define a common "ironish"( pardon for this word :) ) pattern to make it old, used and scratched. The best way in my opininion (don't blame for this idea please) is to split the "design team" in two groups: modellers and texture artists. I would be very glad to finish modeling my object and send it to an another guy who could texture it and finish it! If this was possible, I think we could speed up a large productivity of weapons, vehicles and even players!
    What do you think?
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    toneddu2000
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Mon Jul 13, 2009 2:35 pm

  • I totally agree and have thought about that as well toneddu2000.
    I have been actually thinking of just releasing the Nex model and let someone else texture it. The only reason as to why I haven't done so is that I want to learn to become a good texture artist as well. However sometimes I just feel 'Aah fer it! I don't wanna do this. Let someone else texture this shit.' :P
    I'm stubborn however and I want to learn so I always stick with that. But I totally agree that it would be a lot better if modelers could just send of their stuff to texture artists and be done with it. The only good texture artist I know of is Morphed and I don't think piling up his workload is such a good idea. ;)

    But if there's interest then it would be awesome.
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    ai
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Mon Jul 13, 2009 5:14 pm

Mon Sep 07, 2009 8:57 pm

  • I've added a few animations to the Nexus player model. Yes I've decided not to go with 'Ivan', but in fact, replace the current Nexus model once this is finished.
    Of course any comments would be good regarding any errors or stuff you see.

    Added animations:
    jump
    duck
    shoot

    Shoot is not finished as you can see. It may look ok (not super good) when you shoot slow projectiles, but when using the machinegun or other modes that goes quickly the animation does not fit.
    So it will be tweaked or remade completely depending what can be done (if a second shoot animation can be added).

    Link: http://www.youtube.com/watch?v=rNOt0fNrXAo

    PS. Watch in HD to more clearly see the animations.
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    ai
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Mon Sep 07, 2009 10:32 pm

  • Maybe I am too late, but the old Nexus model seemed to be too tall for its collision box, so that head shots ended up as misses. This isn't terrible, but it might be better to make Ivan here fit the hitbox better, for gameplay reasons (think camping rifle).

    tZork has clarified for me that the hitbox is 69 quake units, which is exactly 69 inches or 5 foot 9 inches or for those like me who are modeling in the metric system, 1.725 meters. The crouching hitbox is 49 inches (1.225 meters). And both hitboxes are 32 inches (0.8 meters) wide and deep.
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Tue Sep 08, 2009 2:04 am

  • ai wrote:Added animations:
    jump
    duck
    shoot


    Looks great! Finally a good jump animation, the current one just looks dumb. Any way to show us what it looks like from a side view while bunnyhopping? And indeed, would be great if you could keep that shoot animation for slower weapons like RL.

    I think you should move the legs a bit in the "standing" pose (as in, move a leg forward and one backward), the player would look less stiff while in air (for example when you use the jumppad). I never quite understood why the models don't use the jump animation for that, and freeze at a frame when the legs are bent. I guess that would require coding.
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Tue Sep 08, 2009 4:39 am

  • @Flying Steel:
    This is actually the new Nexus model. The guy who did this model was called Ivan (didn't know his real name) so I called the model Ivan as well. However, he intended this model to replace the current Nexus model. And I've made sure that this model fits well withing the box, both standing and crouching, so no worries there. This guy can be head shot.

    @Nifrek:
    I agree with the stiffness in the air. However, this is nothing I can fix more than creating an animation while the model is in the air. But if you look closely even the current models are stiff in the air. Here's how it works:

    When one player is falling a jump animation is played, as soon as that jump animation is finished the model becomes totally static (this is when I want the air animation to be played, and I've talked to the devs about this as well). If you make an action while in air and falling, like shoot or duck, as soon after that the jump animation is taking place again.
    I.e. you're falling, you shoot once, immediately the jump animation is played once you stop shooting.
    It's more apparent with these new models the faults of the animation system, the old models camouflaged this well, due to how the animations were made.

    But keep in mind I'm trying to work out a solution for this with the devs. ^_^

    PS. I'll see what I can do about the side view of the jump animation.
    Note however: There also is an error with the bunnyhopping system. If you hold down space the first few (if you're lucky) jumps the animation will take place, but what's most likely to happen is that you get the same static model that you see in the video above.
    I might take some time recoding all these errors in the system so that they are easily identified.
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    ai
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Tue Sep 08, 2009 5:08 am

  • ai wrote:I agree with the stiffness in the air. However, this is nothing I can fix more than creating an animation while the model is in the air. But if you look closely even the current models are stiff in the air.


    I wouldn't dwell too much on this one thing, there's problems alot uglier than a lack of "falling" animations.

    Like the fact that the legs suddenly stop moving while you are shooting so that you "skid" across the ground or how bunny hopping doesn't look like striding or anything remotely natural.

    Or the lack of animation blending or the fact the character model never aims up or down regardless of what direction the player is looking or shooting in.

    Until these four big problems are solved, a lack of a falling animation doesn't really stand out at all.
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Tue Sep 08, 2009 7:42 am

  • ai wrote:But if you look closely even the current models are stiff in the air.


    Right, yes it is definitely visible, I wasn't saying it was happening specifically to this player model, but wanted to point out an example in your video.

    So basically you'd make a "in air" animation that would loop after the jump animation is done playing, until another animation is activated? I was about to suggest to make the jump animation stop midair so the legs would stay bent while in air (or rather make the jump animation very long after the legs are bent which would basically become the air/fall animation), but then that would probably look dumb when landing, heh. Then again, most animations already change very abruptly because of the lack blending.

    Yeah, doesn't seem like there's an easy solution.

    Anyway, looking forward to what you'll come up with. :) Good luck!
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Sat Sep 12, 2009 4:37 am

  • I suggest adding a gas mask or something of the sort to his face. Maybe covering half of his face and then have tubes coming from the mask part into his skull. Just a suggestion :3 Might make him look less like a monkey. :D :D :D :lol:
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    KillaGrunt
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Wed Sep 16, 2009 12:02 am

  • I've made a few more animations, but instead of posting a video of it I will post a .pk3 for people to try them out themselves. This way you might notice stuff I haven't you just might find it easier to test them.

    Note the strafe left animation is very experimental, I'm not even sure I will go with that and do something more along the lines that the current models have. This strafe animation just looks plain odd.
    Any comments and feedback is appreciated.

    Cheers dudes.

    Link: http://ai.kurotorobert.com/nexuiz/model ... nim_b1.pk3

    PS. Instructions on how to test is in the .pk3 file, open it with a zip application such as winRAR or similar.

    EDIT:
    Animation added in this version:

    forward left
    forward right
    backwards
    backwards left
    backwards right
    duck idle
    shoot (remade)
    strafe left (very early version)
    Last edited by ai on Wed Sep 16, 2009 7:38 am, edited 2 times in total.
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    ai
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Wed Sep 16, 2009 12:25 am

Wed Sep 16, 2009 6:50 am

Wed Sep 16, 2009 7:39 am

Sat Sep 19, 2009 4:42 pm

Sat Sep 19, 2009 5:14 pm

  • It seems good. I'd like the top part( the darker one and the back) but the blueish lines seem they're too strong and make it a little "patchwork". If I were you, i'd start with a monocrome grey, with a white background at the bottom, and scratching the grey pattern it would reveal the white underneath and I think it could be a good contrast. But, It's only an opinion!
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    toneddu2000
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Wed Sep 23, 2009 9:28 pm

Wed Sep 23, 2009 10:34 pm

Thu Sep 24, 2009 12:40 am

  • ai wrote:
    satishbhawra32 wrote:http://forums.alientrap.local/viewtopic.php?p=69640#69640

    I don't understand what you want to say.


    I think he means your gun fits the "futuristic space style" he mentioned being Nexuiz' current art direction in that thread.
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