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OpenArena Contributions => Models => Topic started by: Joshua on August 16, 2011, 07:09:54 PM



Title: What Are You Working On?
Post by: Joshua on August 16, 2011, 07:09:54 PM
Since most of my modeling experiments end up never seeing the light of day (and tend to be OA related) I thought I'd share them here. Feel free to post your WIP 3D art here.  ;D

Most of this is a cross-post from my Modular Mesh Approach To OA Mapping (http://openarena.ws/board/index.php?topic=4235.0) thread.

(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_pieces_00.png)
Modular OA Map Assets

(http://img.photobucket.com/albums/v315/joshua_skelton/blender_sculpt_00.png)
Hi-poly sculpt baked out for brick textures.

(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_pieces_02.png)
Hi-poly model/texture bake

(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_pieces_01.png)
Baked hi-res images on low poly model


Title: Re: What Are You Working On?
Post by: VortexHU on August 17, 2011, 08:50:01 AM
(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_pieces_01.png)
Baked hi-res images on low poly model

just thought i'd note that your links intersect. still look good tho. :)


Title: Re: What Are You Working On?
Post by: Joshua on August 17, 2011, 04:21:52 PM
Ha, you caught me!  ;D It was a place where style won over realism.


Title: Re: What Are You Working On?
Post by: fromhell on August 17, 2011, 04:45:50 PM
call me nuts but i'd rather have a pair of doublesided 1bit alphagen ge128 planes for intersecting links rather than loads of polygons :)

then I realize this is a baking model. for more detail you could just bevel it up and maybe drop a bit of normal rust noise layer

You might want to use Duplicate Linked so you can polish one chain and it'll do the rest of them


Title: Re: What Are You Working On?
Post by: Joshua on August 17, 2011, 10:45:46 PM
You aren't nuts, I plan to use that technique for distant chains the player can't get to. Up close that technique looks like rubbish.

(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_test_01.png)
Here is the exact same texture. One diffuse mapped on a mesh, the other alpha mapped on two curves. Notice that the chain in the back left isn't as obvious as the one in the front right.

And yes, the model is a single link with an array modifier and curve modifier. It makes it easy to pose the chain and it dynamically adds links to correctly fit the length.

I'm still intending to post a test version of my map so people can give me feedback on the performance. I figure with modern machines, why not make OA beautiful?

Oh and fromhell I'm curious to see what you've been working on. :)


Title: Re: What Are You Working On?
Post by: fromhell on August 18, 2011, 06:45:50 AM
Here's an early look at the OA 3.x version of Dark
(http://leileilol.mancubus.net/models/oa3ver.jpg)

she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it. and she'll be a pieced model this time


and I think the standard skeleton should/could be the blender rigify skeleton, which is kind of a time saver as the bones are named and the bones are symmetric


this is only two hours of work so far.



as usual, community uproar in 5, 4, 3...


Title: Re: What Are You Working On?
Post by: Bane on August 18, 2011, 10:55:20 AM
For some reason she looks like a sexy version of the Grinch , maybe it’s the nose


Title: Re: What Are You Working On?
Post by: 7 on August 18, 2011, 11:49:43 AM
she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts ;)


Title: Re: What Are You Working On?
Post by: dbX on August 18, 2011, 01:31:58 PM
she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts ;)

I agree. What uproar!? I'll make an uproar only about someone making an uproar over this. Me gusta. Making her more efficient may benefit computers with intel's chipsets like the 945G and other Crap Inside(TM) chipsets, which is a lot of them, but I agree with 7, don't get overly efficient on her round parts.


Title: Re: What Are You Working On?
Post by: Joshua on August 18, 2011, 06:57:22 PM
@fromhell
What is your target poly/tri count?


Title: Re: What Are You Working On?
Post by: fromhell on August 18, 2011, 08:49:10 PM
somewhere in the 1 thousands

the headmodel may have more poly density than the body because no vert animations on the head


Title: Re: What Are You Working On?
Post by: Neon_Knight on August 19, 2011, 06:26:24 AM
she's intended to be MUCH MORE LOWER POLY and use one texture, as efficient as I can try to get it.

Don't get overly efficient on her round parts ;)

I agree. What uproar!? I'll make an uproar only about someone making an uproar over this.


"FPS should be gritty, demonic, serious, dark, and brown, hurr hurr"
(Ironically the same reasons of why newer FPSes are despised in this era, with the so-called "consolization" coming up next. Well, "demonic" is a YMMV issue, but the other ones surely are.)


Title: Re: What Are You Working On?
Post by: fromhell on August 23, 2011, 04:57:02 AM
Partial modeling FTW, helps me concept progressively on improvise when i'm stuck I can get feedback on the missing portions for suggestions.
(http://leileilol.mancubus.net/models/oa3g7.jpg)

You know who this is. First male character to enter OA3, woo.
face sucks, need to repaint jaw and eyes


Title: Re: What Are You Working On?
Post by: Bane on August 23, 2011, 05:45:27 AM
Is that a new version of Gargoyle or a completely different character? Also I don’t really see the problem with the face or jaw maybe I am missing it or whatever but it looks good to me. Also awhile back in another thread you had mention you where going to make a new version of Skelebot that looked cleaner, how’s that going?


Title: Re: What Are You Working On?
Post by: Udi on August 23, 2011, 06:41:13 AM
Is he gonna loose his wings or is it not done yet? I think the wings need bigger waist and back muscles and less shoulder muscles.


Title: Re: What Are You Working On?
Post by: Joshua on August 23, 2011, 05:07:19 PM
I think that the shoulders and forearms are a little too disproportionate (compared to the torso). I've never been a fan of the crazy big "elf" ears, but that is simply a matter of taste. Have the legs been UV'ed yet?


Title: Re: What Are You Working On?
Post by: WingedPanther on August 24, 2011, 07:52:03 PM
The thing that struck me is I would expect a larger chest.  It looks very androgynous right now, in a somewhat disquieting way.


Title: Re: What Are You Working On?
Post by: fromhell on August 24, 2011, 08:58:56 PM
That's kind of what i'm aiming for. Someone else should take the 'large chesty chest' role (BERET?!). He takes 'large shoulders and back', like asian bodybuilder types.  The proportions are kind of what i'm going for on him, he'd also gain large hands and feet and wings to make up for his thin areas



Title: Re: What Are You Working On?
Post by: Neon_Knight on August 25, 2011, 05:03:40 AM
If anything, he might resemble Capcom's Firebrand/Red Arremer, amirite?

http://www.amiwiitos.com/juegosgratis/saga-red-arremer.jpg


Title: Re: What Are You Working On?
Post by: fromhell on August 25, 2011, 06:59:44 AM
no you're not rite it's not supposed to look like that at all


Title: Re: What Are You Working On?
Post by: fromhell on August 25, 2011, 08:38:05 AM
more on him


Title: Re: What Are You Working On?
Post by: Neon_Knight on August 25, 2011, 09:40:01 AM
So, basically, a red color scheme is a no-no?


Title: Re: What Are You Working On?
Post by: Bane on August 25, 2011, 09:55:57 AM
Nice wings and arm guards. Kind of reminds me of Sypro the dragon. However i think one earing in each ear is enought 2 in each ear seems like a little too much.


Title: Re: What Are You Working On?
Post by: Udi on August 25, 2011, 11:04:47 AM
Maybe it's me or that specific angle, but the second picture looks kawaii :).


Title: Re: What Are You Working On?
Post by: WingedPanther on August 25, 2011, 06:13:32 PM
@FromHell: OK, as long as it's intentional, no biggie.  I like the wings and arm guards, too.

@Bane: Dang, I haven't thought about Spyro in ages.


Title: Re: What Are You Working On?
Post by: Cacatoes on August 26, 2011, 08:20:20 AM
@fromhell, you forgot to anticipate community uproar.

Hmm, it's me or it looks a bit like Gargoyle's baby ? (round head, gentle face, torso ...)
I'm not complaining and it's not that related though my (p)references for this kind of creature would be closer to Dungeon Keeper's beast.


Title: Re: What Are You Working On?
Post by: fromhell on September 05, 2011, 05:07:58 AM
i'm not sure. Did I ever show the old new sorceress here before?
(http://leileilol.mancubus.net/oa3/oa3sorcold.jpg)
This is from 2010 when the OA3 style was still trying to be found, I had it hidden from the community fearing uproar

So here it is, unveiled in an outdated 800 polygon glory.

She needs a bit of a redo too (mostly in the polygon and clothing department)

she has no feet and her forearms just look stupid.


Title: Re: What Are You Working On?
Post by: Bane on September 05, 2011, 07:10:03 AM
Nice Sorcess I think she will fit in nicely, I like the expression on her face, it’s kinda of like I’ll kick you ass and I’m sexy all at the same time. Nice work fromhell.


Title: Re: What Are You Working On?
Post by: fromhell on September 05, 2011, 07:20:00 AM
Yeah, I tried to go for something like this (http://www.mobygames.com/game/playstation/evil-zone/cover-art/gameCoverId,18871/) for the face and chest


Title: Re: What Are You Working On?
Post by: WingedPanther on September 05, 2011, 10:29:34 AM
I would say you succeeded.


Title: Re: What Are You Working On?
Post by: fromhell on September 06, 2011, 05:10:24 AM
I made a new skin for mermie, for the blue team, roughtly 2 hours was spent on it AND I DID A VIDEO OF IT (http://www.youtube.com/watch?v=cJcFrmm9HHo)
(http://openarena.ws/crap/mermblue2.jpg)
This is an early wip picture, i've completed more of the skin in the video i'm encoding/upping right now


Title: Re: What Are You Working On?
Post by: Graion Dilach on September 06, 2011, 08:44:54 AM
Woah. Woah. WOAH.

Nice stuff. But it brings me a question.

I guess this means that first builds of OA3 will use OA 0.X textures and the 3.X models with them?


Title: Re: What Are You Working On?
Post by: Bane on September 06, 2011, 10:35:08 AM
Again nice work Fromhell another great character. I really like the face and the eyes seem to be really good something about them seems to really draw attention to them and the shading around them really highlights them. I also like the placement of the gills, I seen a lot of different depictions of merpeople but, none where the gills where located on top of the forehead, That’s an weird spot to put them but it seems to work.


Title: Re: What Are You Working On?
Post by: Neon_Knight on September 08, 2011, 04:48:15 PM
And... ahm... he's curiously attractive for a Fishman (http://www.youtube.com/watch?v=JU8BpPXu7t0). :P


Title: Re: What Are You Working On?
Post by: Joshua on September 11, 2011, 12:59:47 PM
@fromhell
I really like the micro-updates! Keep up the good work.  ;D


Title: Re: What Are You Working On?
Post by: dbX on September 11, 2011, 02:07:38 PM
@fromhell
I really like the micro-updates! Keep up the good work.  ;D

I agree. These kind of updates are nice.


Title: Re: What Are You Working On?
Post by: WingedPanther on September 11, 2011, 02:23:04 PM
And... ahm... he's curiously attractive for a Fishman (http://www.youtube.com/watch?v=JU8BpPXu7t0). :P
Thanks to that, I ended up watching about 5 hours of DarkStalkers yesterday.


Title: Re: What Are You Working On?
Post by: fromhell on September 27, 2011, 04:16:55 AM
Attempt at concepting a machinegun and shotgun using my left hand for that left brain side theory

Shotgun sucks but the machinegun looks kind of cool


Title: Re: What Are You Working On?
Post by: Peter Silie on September 27, 2011, 04:52:43 AM
using my left hand for that left brain side theory

I will _not_ imagine, what will happen if you decide to "make" creative children ;D
(*thinking about left sides ball...*)


Title: Re: What Are You Working On?
Post by: fromhell on October 11, 2011, 12:39:22 AM
it's a railgun of some sort

Part of the texture will be a scroller for the color changing indicator, to save on texture memory

still suck at weapons


Title: Re: What Are You Working On?
Post by: Cacatoes on October 11, 2011, 04:51:39 AM
Can't say if it's good or bad, I would have expected a narrower end, I'm not so fan of the large round opening.
I'm not sure either it's adapted to sniping (so the visor doesn't appeal me)
I don't have in mind some weapon concept for railgun, I wouldn't have expected it to be something big, maybe more like Cobra's psychogun, though when I look at it now it looks like some appliance.

I suck at english to express these things, pardon if I'm not-understandable.


Title: Re: What Are You Working On?
Post by: WingedPanther on October 11, 2011, 06:37:00 AM
I'd love to see the railgun with a lens like thing on the front, almost like a laser, or some-such.


Title: Re: What Are You Working On?
Post by: 7 on October 11, 2011, 11:44:05 AM
Purely theoretical a railgun would have a long barrel and lots of electrical wiring. The barrel has to house the two rails with series of electromagnets along which the projectile is sped up, so it would very likely have a an oval cross section. The barrel would be closed because if anything would fall between the rails while firing, total destruction of the gun and its surrounding is more then likely. The barrel would be thick because it has to withstand the forces of a projectile sped up to 7 times the speed of sound over a very short distance.

And by the way, a real big caliber railgun projectile in flight looks something like this:
(http://www.hightech-edge.com/wp-content/uploads/navy-railgun.jpg)


Title: Re: What Are You Working On?
Post by: fromhell on October 11, 2011, 12:36:30 PM
jeez, good thing oa isn't a realism project

and yeah the barrel looks a little barren, i'd break up the flatness a bit. i'd probably want to redo the butt as well, its a mess


Title: Re: What Are You Working On?
Post by: 7 on October 11, 2011, 01:05:12 PM
I wasn't trying to encourage more realism but to perhaps give a little inspiration by hinting at the awe-inspiring power behind a real railgun. If I was for realism I would insist on a sonic boom sound effect for the gun ;)

(I found some slow motion video footage (http://www.youtube.com/watch?v=i1q_rRicAwI) of the same shot by the way.)


Title: Re: What Are You Working On?
Post by: Gig on October 11, 2011, 02:21:02 PM
Well, there could be various kinds of railgun... Rail-gun disambiguation on Wikipedia (http://en.wikipedia.org/wiki/Rail-gun_%28disambiguation%29) (this (http://en.wikipedia.org/wiki/List_of_electromagnetic_projectile_devices_in_fiction#Computer_and_video_games) could be interesting, too.)

Quake 3 "help" (http://quakebase.ktu.edu/quake_stuff/quake3/manual/Manual/htmlpages/arenaw.html) description of the railgun:
Quote
Rail Gun : This highly accurate weapon uses a linear accelerator to throw a depleted uranium slug at an incredible rate of speed. The gun's accelerator must recharge between shots, causing a delay before it can be fired again.


I like the current OA railgun enough (except for a little "bug" of the model...)


Title: Re: What Are You Working On?
Post by: Joshua on October 11, 2011, 08:01:08 PM
@Gig
I like your eye for detail. I think the Quake 3/OA railgun is technically a coil gun (http://en.wikipedia.org/wiki/Coil_gun).

I've done a little research, albeit a few years ago, and all of the weapons are feasible except the plasma gun.  ;D


Title: Re: What Are You Working On?
Post by: fromhell on October 17, 2011, 09:51:40 PM
Those torches in oasago2 are over 300 polygons. That's a lot.


So i'll fix it - ladies and gentlemen here is your new torch.md3


(http://openarena.ws/crap/toach.jpg)

shape and position of torch is backward compatible with the current torch


Title: Re: What Are You Working On?
Post by: Peter Silie on October 17, 2011, 11:23:52 PM
+1

great work!


Title: Re: What Are You Working On?
Post by: fromhell on October 17, 2011, 11:28:50 PM
Considering oasago2 has 72 whopping torches, the old torch adds that up to 22,310 triangles









this new torch, should add up to 1,152 triangles


so yeah, half of oasago2's problems solved right there
now I just gotta slap a shader on it (detail stage, specular and alphatest) and get it committed


Title: Re: What Are You Working On?
Post by: Peter Silie on October 17, 2011, 11:38:54 PM
so yeah, half of oasago2's problems solved right there

this is what i thought about :)


Title: Re: What Are You Working On?
Post by: fromhell on October 18, 2011, 03:59:08 AM
to clarify
(http://openarena.ws/crap/toach2.jpg)


I polished a bit on my torch, now it looks rusted and strangely fitting in 2000-era games


Title: Re: What Are You Working On?
Post by: Bane on October 18, 2011, 06:26:43 AM
The new torches look good nice job :)


Title: Re: What Are You Working On?
Post by: dbX on October 18, 2011, 07:19:08 AM
That's a major reduction in triangles, nice work.


Title: Re: What Are You Working On?
Post by: Joshua on October 19, 2011, 08:04:26 PM
Are those hand painted textures I see?  ;D


Title: Re: What Are You Working On?
Post by: Joshua on January 05, 2012, 09:28:35 PM
Still working on modular environment assets in my "free" time. This is just a rough test.
(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_test_04.png)


Title: Re: What Are You Working On?
Post by: Neon_Knight on January 05, 2012, 09:37:08 PM
ASdkfjalsdfjsalkfdsjdf

This looks SO sweet... it NEEDS to be used in an actual map.

Keep up the good work, Joshua. :thumbup:


Title: Re: What Are You Working On?
Post by: fromhell on January 05, 2012, 10:09:42 PM
* a mention of involuntary defecation on sight here


Title: Re: What Are You Working On?
Post by: Gig on January 06, 2012, 03:41:01 AM
There is something that remembers glsl "edge" program, in that screenshot... :)


Title: Re: What Are You Working On?
Post by: VortexHU on January 06, 2012, 12:21:45 PM
looks great, again it needs to be in a real map. :) a little aesthetic suggestion: groin vaults (http://en.wikipedia.org/wiki/Groin_vault) often have the bricks oriented with the long side perpendicular to their closest wall, in case you like how that looks and feel like changing the texture mapping.


Title: Re: What Are You Working On?
Post by: Neon_Knight on January 06, 2012, 12:23:10 PM
@Joshua: you'll be releasing this under GPL, amirite?

I can't wait to make a map with this, looks pretty classy.


Title: Re: What Are You Working On?
Post by: Joshua on January 06, 2012, 06:20:55 PM
Thanks everyone for the kind words.

@Neon_Knight
I usually release with no license, just free. So if you want to slap a GPL on it, that is fine by me. But these are more experiments than anything. I wish I had more time to work on contributing to OA.  :-[

@VortexHU
Great catch! Honestly I was just throwing textures on it to see how I liked the look of groin vaults.


Title: Re: What Are You Working On?
Post by: VortexHU on January 07, 2012, 02:19:56 PM
@Neon_Knight
I usually release with no license, just free. So if you want to slap a GPL on it, that is fine by me. But these are more experiments than anything. I wish I had more time to work on contributing to OA.  :-[

but seeing a CC0/public domain (http://creativecommons.org/publicdomain/zero/1.0/) or GPLv2 dedication attached to a particular work (at least once finished) would give explicit, incontrovertible permission to include it in OA (or other such projects). also i think fromhell personally requires the original author to state the license.


Title: Re: What Are You Working On?
Post by: Neon_Knight on January 07, 2012, 03:24:44 PM
Exactly. All of that is so we can use those awesome models with the game.

It's not that problematic to release something under GPLv2. In the zip/pk3 file you should put:

- The models themselves. (in a models/mapobjects/joshuamodels folders or smth like that)
- The source of the models. (if you worked with Blender, these are the .blend files, if you also worked with modified pictures, you should include the .psd, .xcf, and original full pictures)
- A license file. (gplv2.txt, or the COPYING file from the OA root folder)

lei/FH might give some more details on this.


Title: Re: What Are You Working On?
Post by: Joshua on January 19, 2012, 11:25:57 PM
Still working on this stuff whenever I get a chance...  ;D

(http://img.photobucket.com/albums/v315/joshua_skelton/oa_modular_test_05.png)

Fairly okay with how the arches and piers look ingame. All sorts of interesting experiments around the stone texture on those assets. The groin vaults and corbels are still very much placeholder. Not sure how I feel about the base molding/trim. Still some funkyness with the models are displaying at times.

All in all, a fun and interesting experiment. Eating up all of my free time...


Title: What Are You Working On?
Post by: Suicizer on January 21, 2012, 02:32:16 PM
Well, I'm not sure if I should post it here, but it looks like it could.


I'm currently working on a map for the non-commercial game "Sauerbraten" and would like to use the statues of the "Dissonnance" model-pack. Too bad, the author's email has been expired, so is his website and the readme-file isn't very clear at licensing info.

I'm pretty sure I once saw one of the window models which are included in the  "Dissonnance" model-pack in Open Arena. I'm not sure which map it was though.
Can I ask which license you've used on the "window" model which once was in OA?

I'm talking about the window-model(s) of "Dissonnance", which are just right under this line of text.
http://www.wemakemaps.com/mapmodels9.htm (http://www.wemakemaps.com/mapmodels9.htm)

I noticed those models are also in the map of Q3WCP22. Is anyone having any idea what the license of Quake3World is?

Thanks already!

With kind and hopefull regards,

Suicizer


Title: Re: What Are You Working On?
Post by: fromhell on January 21, 2012, 11:13:43 PM
OA doesn't have a dissonance window anything.


Q3W CTF map compilations are copyrighted material.