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Old 03-06-2009, 07:25 PM   #1081
escapist

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Re: Duke Nukem 3D Modelling Project part 4
excellent work, as always, Chicken!

I've been working on these guys (see thumbs): #1355 INDY, #1354 LUKE and #4943 JURYGUY. 'NOT a very lively bunch.
As usual, I'll need help in revising or replacing the textures. But especially this time, I'm totally incapable of adding the BLOOD and GORE. (it creeps me out) So, anybody out there who has a penchant for the "macabre"?....
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Old 03-06-2009, 09:18 PM   #1082
alandog

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Re: Duke Nukem 3D Modelling Project part 4
except for the skin, skywalker (or G-man ) isn't bad, the other two needs work, they are blocky...
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Old 03-07-2009, 03:46 AM   #1083
escapist

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Re: Duke Nukem 3D Modelling Project part 4
yeah, definitely, G-Man's face needs to go.
and I have a better model for INDY.

But for JURYGUY, because there will be TWELVE of this in the same area
the challenge is keeping the poly count as low as possible (this one I made with 300 polys).
'doesn't look too bad, though, when hanging high up the ceiling, I think.
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Old 03-07-2009, 05:25 AM   #1084
alandog

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Re: Duke Nukem 3D Modelling Project part 4
maybe, but looking at the photo the chest looks too big, the hands too squared, the legs like wood, and the head like a rugby ball... loking the good job on skywalker model I think you can do better than this, no? and I think you can add more polys, I believe to remember that in the room where the jury there weren't enemy (and after all, even the final boss fight with all the cheerleaders is 'heavy' from polycount view)...
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Old 03-12-2009, 01:02 PM   #1085
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Re: Duke Nukem 3D Modelling Project part 4
Personaly I think u should put the Gman face on the hung guy in the suit. Think that would be an amusing little easter egg.
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Old 03-12-2009, 01:29 PM   #1086
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Re: Duke Nukem 3D Modelling Project part 4
I agree with the G-man on the juror. For the low-poly models, you could try applying a low-level (1 level) of subdivision in Blender and see if that cures the blockiness. It will add geometry, but may solve your problem easily and shouldn't screw up your uv map.
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Old 03-15-2009, 11:43 AM   #1087
chicken

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Re: Duke Nukem 3D Modelling Project part 4
http://rapidshare.com/files/20960496...ate1a.rar.html


Got one problem: Is it possible to switch of interpolation between frames in the def-lines? I got two frames for this model and i only want these two to show.

PS: Download only works 10 x.
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Old 03-15-2009, 04:05 PM   #1088
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Re: Duke Nukem 3D Modelling Project part 4
Use MediaFire. It's very nice for me.

Great work on the babes. You've been on an incredibly fast learning curve since starting to work on the VacaHRP.
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Old 03-15-2009, 04:34 PM   #1089
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Re: Duke Nukem 3D Modelling Project part 4
Very nice, but there is too large of an area covered by lipstick in my opinion. Upper lips should be smaller than lower lips -- the lipstick goes almost up to her nose.


EDIT: Or maybe it is just that her mouth is open
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Old 03-16-2009, 01:12 AM   #1090
alandog

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Re: Duke Nukem 3D Modelling Project part 4
the model looks good, but there's a strange distorsion on the moving arms... the shoulder seems detached from the body. the skin is very good, maybe it's better to add theets instead of showing an empty mouth
good work, however!

escapist, are you still working on the models? hope to see your work soon...
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Old 03-16-2009, 02:27 AM   #1091
chicken

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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by alandog View Post
the model looks good, but there's a strange distorsion on the moving arms... the shoulder seems detached from the body. the skin is very good, maybe it's better to add theets instead of showing an empty mouth
good work, however!

escapist, are you still working on the models? hope to see your work soon...
Yeah, the arm is a separate object (hey, it's a robot!) and i need to switch off the interpolation somehow. Can anybody help? NightFright perhaps?

I dont want to spend 25 frames for a simple movement like that
Last edited by chicken; 03-16-2009 at 02:33 AM.
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Old 03-16-2009, 04:31 AM   #1092
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by chicken View Post
Yeah, the arm is a separate object (hey, it's a robot!) and i need to switch off the interpolation somehow. Can anybody help? NightFright perhaps?

I dont want to spend 25 frames for a simple movement like that
It would look better to give the model an actual animation with more then just 2 frames instead of turning interpolation of.
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Old 03-16-2009, 06:19 AM   #1093
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
I doubt I could do anything except for just adding this to HRP stuff. But you're right, it's a robot, so maybe the skin could at least include some hints it really is one - one idea could be seams on each side of the model with small bolts attached.

There are also two minor issues in your def. You forgot to include pal 10 and to leave a space at the end of a line.

Code:
   // PIRATE1A/4A (4510)
   model "highres/sprites/characters/4510_pirate1a.md3" {
      scale 1.7 shade 0
      skin { pal 0 file "highres/sprites/characters/4510_pirate1a.png" }
      skin { pal 10 file "highres/sprites/characters/4510_pirate1a_10.png" }
      anim { frame0 "FRAME1" frame1 "FRAME2" fps 1 flags 0 }
      frame { name "FRAME1" tile0 4510 tile1 4511 }
   }
Wondering if XXX skins make any sense on these...
Last edited by NightFright; 03-16-2009 at 06:45 AM.
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Old 03-16-2009, 06:51 AM   #1094
chicken

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Re: Duke Nukem 3D Modelling Project part 4
OK, animation will be refined.
The robotlook: good idea, will do.

XXX: I'm afraid there's no paintjob underneath her clothes, just plain metal
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Old 03-16-2009, 07:08 AM   #1095
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
Yeah, you're right. Nipples on a robot wouldn't make too much sense, anyway. Besides, I think I even said by myself no XXX skins for robot models, too.

But all in all, this model is another result of good work. OK, the robot stuff made animation easier for you, but still, someone had to do it.
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Old 03-16-2009, 12:19 PM   #1096
chicken

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Re: Duke Nukem 3D Modelling Project part 4
OK, new animation, roboskin and ...

TEETH!

http://www.mediafire.com/?sharekey=b...4e75f6e8ebb871
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File Type: jpg DUKE0004.jpg (127.1 KB, 163 views)
Last edited by chicken; 03-16-2009 at 12:21 PM.
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Old 03-16-2009, 12:31 PM   #1097
LeoD

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Re: Duke Nukem 3D Modelling Project part 4
Great job. Maybe the jackboots reflect a bit too much. I especially like the skin, maybe this could be applied somehow to the 'oily' strippers.
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Old 03-16-2009, 12:39 PM   #1098
Spiker

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Re: Duke Nukem 3D Modelling Project part 4
Good work Chicken! But I'm afraid there are not many models left for you to be done. Soon you may be unemployed
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Old 03-16-2009, 01:11 PM   #1099
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Re: Duke Nukem 3D Modelling Project part 4
You may want to put the old skin on and pose the robochick pirate to get the babe on the babeland main sign, which last I looked, hasn't been done.
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Old 03-16-2009, 01:45 PM   #1100
alandog

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Re: Duke Nukem 3D Modelling Project part 4
great work, chicken!! I like her expression more now!
tea monster is right, you can do the babeland sign, and you can even do the fighting pirates in little time now!
thanks for your work!
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Old 03-16-2009, 02:08 PM   #1101
chicken

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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Tea Monster View Post
You may want to put the old skin on and pose the robochick pirate to get the babe on the babeland main sign, which last I looked, hasn't been done.
Help me a little - whats the tilenumber?
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Old 03-16-2009, 02:56 PM   #1102
Tea Monster

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Re: Duke Nukem 3D Modelling Project part 4
4955 Babe Land sign

Edit: Actually, I don't see it on the 'to do' list. Has someone done it?
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Old 03-16-2009, 03:08 PM   #1103
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Re: Duke Nukem 3D Modelling Project part 4
I thought that one was done...at least there is a similar one done. (maybe just in the XXX pack?)
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Old 03-16-2009, 03:09 PM   #1104
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
It IS done, both for standard HRP and for XXX Packs. Not with the current model, but with a poser model. I think it doesn't have to be replaced/remade.
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Old 03-16-2009, 03:14 PM   #1105
Tea Monster

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Re: Duke Nukem 3D Modelling Project part 4
Ahh, thats OK then. I've got to update my development duke folder.
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Old 03-16-2009, 03:18 PM   #1106
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
Chicken, the new pirate robot is absolutely ingenious. Both animation- and skinwise.
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Old 03-16-2009, 05:41 PM   #1107
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Re: Duke Nukem 3D Modelling Project part 4
As cool as the robot skin looks (with the metal bolts and all) I don't think it makes much sense to do it that way. The animatronic Disney robots upon which the babe robot concept were based have no such visible signs of roboness, any more than wax dolls have. The whole point of making such robots is to make them look as real as possible. The skins are made from smooth plastics or other materials that don't have such obvious flaws. Moreover, in any user map where the pirates are intended to be real babes, they will now appear as robots in the HRP.
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Old 03-16-2009, 06:04 PM   #1108
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
This is a problem of the user maps, not necessarily that of original map items. The sprite name clearly states "ROBOT1A" or the like. If you use it as a non-robot character, it's not our fault, so to speak.

However, when I said seams, I didn't mean it to be that obvious. I thought one seam on each side, reaching from head to feet. But well, you might as well just use the other skin chicken posted earlier on. Anyway, the choppy animation and the robot internals on the arm side would remain and remind you it's still no real human. I just think we should primarily produce for Duke3D original maps. This shows how difficult it is to find a common standard to satisfy all demands, however. On the one hand, you can't just make the babe fully human, on the other hand, it can't be fully robotic. Normally I would say the only solution to this problem is suicide, but...
Last edited by NightFright; 03-16-2009 at 06:20 PM.
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Old 03-17-2009, 02:05 AM   #1109
Piterplus

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Re: Duke Nukem 3D Modelling Project part 4
Rising cannon topic again:



Does everybody have cannon staying over the edge and have shadow hanging in air, or it's only mine hrp problem (SVN build #300)?

edit: With new maphacks it looks like this:

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Last edited by Piterplus; 03-17-2009 at 02:19 AM.
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Old 03-17-2009, 02:36 AM   #1110
chicken

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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by DeeperThought View Post
The animatronic Disney robots upon which the babe robot concept were based have no such visible signs of roboness, any more than wax dolls have. The whole point of making such robots is to make them look as real as possible.
It's a crappy amusement park!
It's Babeland not Disneyland...

But seriously, i can always reduce the seams and bolts if that's the consensus.
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Old 03-17-2009, 03:53 AM   #1111
alandog

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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by chicken View Post
It's a crappy amusement park!
It's Babeland not Disneyland...

But seriously, i can always reduce the seams and bolts if that's the consensus.
my suggestion: you can delete the metal bolts on the front, and keep the ones on the back just for maintenace operations
you can keep the bolts on the arms too, and on the face you could change the jaw to make it looks like a puppet (see image for reference)...

in alternative, you could made the normal skin available for everyone who don't like the robot appearance
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Old 03-17-2009, 04:21 AM   #1112
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
@Piterplus:
I have noticed the cannon model issue recently and applied appropriate hacks to fix it. The cannons were also floating minimally above ground which I fixed with zadd parameter in props.def. It should all look OK now. There will also be a new E4L4 hack for chicken's new pirate since it is clipping into the cannon. You can already see the changes in the maphacks wiki (override section, sprite #495).
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Old 03-17-2009, 06:31 AM   #1113
Piterplus

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Re: Duke Nukem 3D Modelling Project part 4
Yeah, I tried your new fix. Unfortunately, shadow is still there.
I have a copy of oldest version of this model. It is moved back slightly, so all four cannons are staying out of edge, and only one shadow flowing in the air.
Try it with old maphacks.
Also, model is too big (but it cannot be fixed with scale parameter, because of cannon balls appearing from the air)

edit 1: Maybe we can fix cannon balls instead? If so, we can scale cannons to 0.8 or 0.9 (which is closer to original).

edit 2: Use this code (without new maphack fix) with model I have posted here:
Code:
// Babe Land Cannon (1810)
model "highres/sprites/props/1810_cannon.md3" { 
   scale 0.8 shade 0 zadd -5 
   skin { pal 0 file "highres/sprites/props/1810_cannon.jpg" } 
   frame { name "Frame0" tile 1810 }
}
// Cannon ball (1817)
model "highres/sprites/props/poolballs/0901_stripeball.md2" {
   scale 2.5 shade 8 zadd -5 
   skin { pal 0 file "highres/sprites/props/1817_cannonball.png" }
// detail { file "highres/detail/metal_worn.png" detailscale 1.2 }
   anim { frame0 "idle01" frame1 "idle01" fps 1 flags 0 }
   frame { name "idle01" tile0 1817 tile1 1817 }
}
// Cannonball pile (1818)
model "highres/sprites/props/1818_cannonballpile.md2" {
   scale 2.5 shade 0
   skin { pal 0 file "highres/sprites/props/1817_cannonball.png" }
   detail { file "highres/detail/metal_worn.png" detailscale 1.2 }
   frame { name "idle01" tile0 1818 tile1 1818 }
}
Also, I seriously doubt that anybody is able to see detail textures on flying cannon balls.
Attached Files
File Type: rar 1810_cannon.rar (4.5 KB, 7 views)
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Last edited by Piterplus; 03-17-2009 at 07:55 AM.
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Old 03-17-2009, 12:35 PM   #1114
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
Well, OK. With your model, the E4L4 hacks for both the cannon and the pirate babe can be removed. However, note that the cannon balls still clip out of the cannons slightly. I suggest increasing #1810 model size slightly to scale 0.85 to fix this issue. Otherwise, it seems to look OK. Even if it won't fix the shadow issue (which is engine-induced).
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Old 03-17-2009, 02:40 PM   #1115
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Re: Duke Nukem 3D Modelling Project part 4
I thought I have eleminated clipping of cannon ball models (1817) with zadd -5 command. If it not gone completely you can do as you suggested (cannon scale 0.85) or try zadd -6 , or more.

P.S. And it is not mine model, I just have a copy of first release, which was replaced lately in hrp.
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Last edited by Piterplus; 03-17-2009 at 02:42 PM.
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Old 03-17-2009, 04:39 PM   #1116
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
Further reducing zadd value would move the model downwards even more, wouldn't it? But the cannon ball clips out of the UPPER part of the "barrel", meaning you would have to lift it up. And then the "feet" might lose contact with floor. You wouldn't really notice the difference between 0.8 and 0.85 scale, so I think it's the best solution. I've already tested it ingame.
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Old 03-18-2009, 01:02 AM   #1117
Piterplus

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Re: Duke Nukem 3D Modelling Project part 4
I'm talking about cannon ball model defs (1817, look again at my code above, this line is green in 1817 defs). Using zadd parameter will move ball's start position deeper into barrel.
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Old 03-18-2009, 04:25 AM   #1118
NightFright

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Re: Duke Nukem 3D Modelling Project part 4
Ah, I see now. OK, then. Will leave cannon scale, change cannonball's zadd.

*EDIT*
OK, it is working with #1810 scale 0.8 and #1817 zadd -6.
Last edited by NightFright; 03-18-2009 at 04:31 AM.
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Old 03-18-2009, 12:53 PM   #1119
chicken

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Re: Duke Nukem 3D Modelling Project part 4
Here's the skin for 4510 in two versions: A human one and a "light" robo-version (see screenshot)

http://www.mediafire.com/?sharekey=2...4e75f6e8ebb871
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Old 03-18-2009, 03:34 PM   #1120
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Re: Duke Nukem 3D Modelling Project part 4
good work on both... I think I'll keep the human one, after all, I'm a pervert
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