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Author Topic: [WIP] Player Model - Angus  (Read 44363 times)
Joshua
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« on: November 05, 2009, 12:34:18 AM »

Current Progress



Original Post
I've been working on a player model with big beefy proportions.

Finding information about making Quake 3 models is becoming more difficult, so I'll post my questions and progress here.


Q. Does this partitioning of the model look correct?
« Last Edit: December 11, 2009, 01:41:40 AM by Joshua » Logged

Neon_Knight
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« Reply #1 on: November 05, 2009, 05:32:33 AM »

Looks a bit like Guilty Gear's Potemkin, with some different colors. Tongue
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« Reply #2 on: November 05, 2009, 12:34:03 PM »

It's okay, though when the fat belly turns it'll have a visible split, but not too noticable. The neck seems to be clipped in there.
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« Reply #3 on: November 05, 2009, 12:42:29 PM »

@fromhell
Thanks fromhell. I am going to try and use a belt to help hide some of the gap.

Good call on the neck geometry. I need to better resolve it, but I am not too sure how yet. For reference I used a crazy body builder's neck.

@|TXC| Neon_Knight
I am not sure who that guy is, but I was more inspired by Biker from Q3A. Also heavy-set warriors I saw at the renaissance festival, provided good references. Smiley
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Neon_Knight
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« Reply #4 on: November 05, 2009, 01:55:21 PM »



Just forget the arms and the hair. Tongue
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« Reply #5 on: November 08, 2009, 03:04:04 AM »


Working on textures...
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cosmo
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« Reply #6 on: November 10, 2009, 02:30:38 AM »

Go on with the animation. I'd volunteer to do the team skins. Wink
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Joshua
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« Reply #7 on: November 12, 2009, 08:40:14 PM »

Cool! I'm not quite done with the geometry yet, but I'll post it here when ready.
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00Hugo00
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« Reply #8 on: November 13, 2009, 11:23:28 AM »

why the fingers are cubes

We are not in Classic quake !

The vertices limit per model part is 1000 !

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« Reply #9 on: November 16, 2009, 01:32:26 AM »


Working on the face...
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unR
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« Reply #10 on: November 17, 2009, 01:25:30 PM »

this looks like a real clean and nice uv-map.
very well unwrapped.

also the skin color is great too but might need a little cyan (chin, lower face)
good work.
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Joshua
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« Reply #11 on: December 11, 2009, 01:41:21 AM »



Still making progress. Unfortunately I am not able to devote much time to working on this, as final exam week is approaching.

@unR
I like the idea about adding cyan to the lower face area. My tests so far have yielded good results, but I'll probably wait until I am closer to finishing the texture to add it.
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unR
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« Reply #12 on: December 22, 2009, 05:20:33 PM »

how's the progress on angus?
have you gotten any further?

the idea with the cyan is a common one.
its about skin being translucent tissue and it will be colored
based on the amount of blood flowing underneath it.
so cheeks will tend to be red more and other parts
tend to be blue-grey-green-ish

u can see this with beards sometimes a short beard makes
the chin appear really grey


Human Face
Human Face2
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Joshua
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« Reply #13 on: December 26, 2009, 06:54:23 PM »

@unR
Thanks for checking up on me. Smiley Progress has been slowed due to the holidays, but I have been working an hour or so here and there. My intention is to paint a base texture, keeping it generic as possible, and then alter it (e.g. adding cyan to the face/chin area, tattoos, scars, etc...) for a set of skins.

I have unwrapped the legs and am getting ready to start painting them. Any good tips on painting clothing before I start sifting through Google?
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unR
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« Reply #14 on: December 27, 2009, 09:22:54 AM »

okay, thats how i work atm too.
it's like reading a book. an hour here another there Smiley

i'm very interested to see what final skins will evolve out of the
generic one. have never heard of working like this but I guess it is a good idea.

about the clothing
ye, the coolest thing about it, is folds and drapery
as long is they look right the whole skin will look good.
overlaying textures work good too (denim, leather)

merry xmas n stuff Smiley


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fromhell
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« Reply #15 on: December 27, 2009, 07:17:43 PM »

OA doesn't have a man with an awesome badass beard so,


we need one
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I do not provide technical support either.

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Marble of Doom
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« Reply #16 on: December 27, 2009, 09:15:56 PM »

Did some one say beards?
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Graion Dilach
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« Reply #17 on: December 28, 2009, 06:53:04 AM »

I think Riker's one (lower right corner if somebody haven't seen Star Trek TNG) could be easily done on a model, because it doesn't need additional polys.
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Falkland
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« Reply #18 on: January 03, 2010, 12:23:19 PM »

Uhm ... having too different sized models ( too large or too slim ) can cause serious issues with hitbox.

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Joshua
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« Reply #19 on: January 12, 2010, 12:38:31 AM »

@Falkland
Understood. The model is comparable to the Q3A 'fatties', so the hitbox size shouldn't be an issue.
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Falkland
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« Reply #20 on: January 12, 2010, 08:27:28 AM »

@Falkland
Understood. The model is comparable to the Q3A 'fatties', so the hitbox size shouldn't be an issue.

So what's the problem ...

You should be double happy
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Logan
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« Reply #21 on: May 22, 2010, 05:16:20 AM »

BUMP for status on this model! Looks great in the  pics, how are things going?
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Joshua
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« Reply #22 on: May 23, 2010, 05:17:39 PM »

Its been a long road...

My laptop's hardware went belly up, so for about two months I didn't have a computer. I just recently recovered all of my data from the old hard drive (whew!).

I also just finished up my degree at university, which has been stressful and time-consuming.

But I am back now, hopefully for some summer-time OA productivity!
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Logan
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« Reply #23 on: May 26, 2010, 05:58:57 AM »

Well, good luck. I hope your model shows up in a future release. It's quite different from the other models so adding some variety in style and appearance is definitly welcome.  Grin
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Peter Silie
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« Reply #24 on: May 26, 2010, 02:09:03 PM »

Well, good luck. I hope your model shows up in a future release. It's quite different from the other models so adding some variety in style and appearance is definitly welcome.  Grin

+1
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