New playermodel "karotep"

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Tue Oct 28, 2008 5:37 pm

  • == Edit: ==

    I've finished the texturing and got the model rigged, but it needs to be animated, or modified to use the current animation set. I'm releasing it now as I doubt I'll have much time to work on it for a while.
    Source tarball (.blend and .xcf files): karotep-0.1-src.tar.bz2

    Render:
    Image

    == End of edit. ==

    I've been working on a custom Nexuiz playermodel for a while now, it's my first stab at a humanoid model, and well... basically is it any good? What do YOU, the community think of my nubmodeling?

    pics and stoof here: http://www.haosredro.com/nex/model-karotep/index.html


    ...and yes, I do think that chainsaws are teh melee weapons of champions.
    Last edited by Taiyo.uk on Mon Dec 08, 2008 1:28 am, edited 1 time in total.
    Taiyo.uk
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Tue Oct 28, 2008 6:30 pm

  • Kewl :)

    Keep it up coming!
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Oct 28, 2008 6:37 pm

  • Looks pretty good so far! I like the concept art :) Keep up the good work!
    Shoe
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Tue Oct 28, 2008 9:09 pm

  • nubmodeling? :shock: sure don't look very nooby to me :) i really like the concept too, looking forward to seeing how it progresses.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Tue Oct 28, 2008 9:28 pm

  • You generally want to only have quads. Try to stay clear from triangles where ever possible. Places that wouldn't be animated much can technically have triangles but it's good practice to use quads all the time.
    I also see that the face have a 5 sided polygon, not this is a bad thing as such things can be deformed in ways that you might not intend it for. Thankfully that place is easy to fix, just merging that one vertex with the one on the same line. But you would also want to clean up those triangles as well.
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    ai
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Sun Nov 02, 2008 1:51 pm

  • I've made a skeleton and done some basic rigging. Still needs loads of weight-tweaking to make the mesh deform properly, haven't ran into any triangle-related b0rkage yet though (or at least, I don't *think* I have :) ) Still need to add the nex-specific bits to the skeleton - the "gun bone" and what not.

    Screenshot
    Taiyo.uk
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Sun Nov 02, 2008 4:16 pm

Mon Nov 03, 2008 1:57 pm

  • Looks like a pretty good concept to model translation to me :)

    May we see a screenshot of the unwrap (the islands I mean)?
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    Oblivion
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Mon Nov 03, 2008 6:13 pm

Sun Nov 16, 2008 3:02 pm

  • *bump*

    About half-way with the skin now:
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    Taiyo.uk
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Sun Nov 16, 2008 4:43 pm

  • :shock:

    Hell yes! Nice work
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    FruitieX
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Mon Nov 17, 2008 2:37 am

  • Yeah, looks great so far.
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    kozak6
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Mon Dec 08, 2008 1:29 am

  • bump: source release available, see first post.
    Taiyo.uk
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Mon Dec 08, 2008 3:05 am

  • Wow, nice work taiyo

    Really, I would say it looks very good. I wonder if you could smooth out those pectoral polygons, they are a bit angular (just on the UV map), and maybe give it some kind of tint, rather than all gray.
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    torus
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Mon Dec 08, 2008 10:06 am

  • :D

    Please, someone rig it! :!:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon Dec 08, 2008 3:09 pm

  • Yay, that's awesome! Great job! :)
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    Fisume!
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Mon Dec 08, 2008 10:48 pm

  • torus wrote:Wow, nice work taiyo

    Really, I would say it looks very good. I wonder if you could smooth out those pectoral polygons, they are a bit angular (just on the UV map), and maybe give it some kind of tint, rather than all gray.


    The visible polys are due to the material settings in Blender - they don't show at all in-game (through GL rendering). Some of the grey scales are on a separate layer in the GIMP file, so tinting these will be easy. I need to rework this so that all the scales on their own layer. I'm hoping to get the shirt/pants skins done soon too.

    The model is already rigged, though the bones will need renaming to use the stock animation set.
    Taiyo.uk
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Mon Dec 08, 2008 11:45 pm

  • I urge you NOT to just color the whole damn thing the teamcolor, like the Carni is- that always looks really bad. If you can do it tastefully, that would be much better.

    Also, I believe you can just hit 'smooth' in blender, and the render will be smoothshaded :)
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    torus
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Tue Dec 09, 2008 12:50 am

  • torus wrote:I urge you NOT to just color the whole damn thing the teamcolor

    No, no, by "tint" I meant to have the scales/skin different colours from the grey/brown scheme (is that what you meant?). I think I'll make patterns from the scales for shirt/pants colour (as in colouring different sets of scales to make the patterns).
    The auto smoothing with an angle of 60&deg; does make it look somewhat more like it does in-game. :)
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