Epsilon 14 Character Model

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Thu Mar 04, 2010 6:43 pm

  • Epsilon 14 character model. Art assets only.

    Polycount:
    2574 polys
    2577 verts

    NOTE: I'm not releasing this as GPL unless someone actually rigs it and inserts it ingame.

    DOWNLOAD: http://omploader.org/vM3FnOQ/Epsilon14.7z

    Included files:

    epsilon14_MAXFILE.max - 3dsmax file
    epsilon14_OBJ.obj - player model file
    epsilon14.jpg - diffuse texture (no team coloration)
    epsilon14_gloss.jpg - gloss texture
    epsilon14_glow.jpg - glow texture
    epsilon14_glow_fullbright.jpg - fullbright? not sure if this is the proper fullbright texture, but then again no documentation anywhere
    epsilon14_norm.jpg - normals texture. Note that this is for 3dsmax, not sure if nexuiz uses the flipped green channel that max does (xNormal seems not to, neither does zBrush, so I'm guessing 3dsmax is on the minority, in which case use the normals texture below instead)
    epsilon14_norm_y_flipped.jpg - normals texture with the y/green channel flipped. If the previous normal map seems inverted ingame, use this instead.
    epsilon14_pants.jpg - pants mask texture
    epsilon14_sample_diffuse.jpg - sample diffuse texture (orange shirt, gray pants)
    epsilon14_shirt.jpg - shirt mask texture

    Pictures:
    Image
    Image
    Image

    Wireframe:
    Image

    Original highpoly:
    Image
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    Oblivion
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Thu Mar 04, 2010 7:20 pm

  • Damn, that looks good! I think it would fit really well in Nexuiz. Although, maybe there are too many polys?

    Anyway, nice work.
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    Aleator
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Thu Mar 04, 2010 7:27 pm

  • It's actually below the polycount limit for nexuiz which is 3000. Even that is painfully low compared to most modern games (where 3k would be the budget for just the head). Another 2k on this model would have made it look much much better, but I had to make it below the nexuiz max. Anyway thanks. :) More to come as I learn more about the highpoly-lowpoly workflow.
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    Oblivion
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Thu Mar 04, 2010 7:33 pm

  • Now I remember that I read about the 3K limit. That's wright. I was thinking of making it around 1600. :D

    Anyway, the orange version is the best, and I'd really like to see it in the game.
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    Aleator
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Thu Mar 04, 2010 7:46 pm

  • Oblivion wrote:It's actually below the polycount limit for nexuiz which is 3000. Even that is painfully low compared to most modern games (where 3k would be the budget for just the head). Another 2k on this model would have made it look much much better, but I had to make it below the nexuiz max. Anyway thanks. :) More to come as I learn more about the highpoly-lowpoly workflow.


    3K is no hard-limit, specialty not if you make LOD models. 3K is just the average of Nexuiz's current models. So much has changes since models where "deemed the slower element" that im rather uncertain if that still holds true. Oh and awesome model =)
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    tZork
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Thu Mar 04, 2010 7:49 pm

  • Wow, very nice work as usual! Keep up the good work! :D
    [Want to develop? Look HERE]. Image Image Gif sauce.
    paperclips
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Thu Mar 04, 2010 8:56 pm

  • Very nice model. It looks a little bit odd though. Could you try making the legs longer and the torso a bit shorter?
    He can talk the talk, but can he caulk the caulk?
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    lda17h
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Fri Mar 05, 2010 1:35 pm

  • Someone with the skills must rig this, or I keeeeel that someone.

    And really damn it, keep up this AWESOME work! Can't describe in words really how helpful more quality playermodels will be, just hopefully someone can rig it so that we can get it under the GPL :)
    Image
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    FruitieX
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Sat Mar 06, 2010 7:58 am

  • Thanks guys. :)

    Also adjusted the model a bit because yes, the proportions do look a bit wrong.

    Here's the new mesh:

    Image

    It may still look a bit wrong but compare the female picture I used to proportion it at its back. The distortion is because of the angle of the camera (compare front view) and the weird shape of the boots.

    Also the number 1 culprit: the pose. ALL models when posed in the 'T' pre-animation pose will always look a little bit off, because it's not a normal human posture. It's why character modelers often try to animate their models with a bit more human gesture before showing it to their art directors/producers. Don't have the time to do that though. :P
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    Oblivion
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Sat Mar 06, 2010 9:15 am

  • Awesome work , as always :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
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    C.Brutail
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Sat Mar 06, 2010 10:39 am

  • Proportions look much better now. I like the style of the model very much..
    He can talk the talk, but can he caulk the caulk?
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    lda17h
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Sun Mar 07, 2010 7:26 pm

  • I sure hope the person who rigs this also adds fullbright skins. It would be a shame to have such a nice model without them.
    Roanoke
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