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Shadow Warrior 3D Modelling Project
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Time to start this thread! *g*
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Nice, It looks pretty good.
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Nice stuff. Are you going to model enemies as well?.
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TEN BUCKS TO WHOEVER MODELS TEH ANIME LADIEZ
That's a very nice model. Perhaps you could do a "buttonize" effect on the Yin Yang symbol, however, to make it more like the original. |
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I really wish to make a [Nukellar] Rocket Launcher... Seems easy to me... But I completely have no time (this month at least) http://forums.3drealms.com/ubbthread...lins/frown.gif
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Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P
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model light switch
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Besli didnt you start the Duke3d modelling project as well?! And quit stealing the D3d Modellers there is still a lot of unfinished work, and folks like me have no talent when it comes to art!
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The star looks cool http://forums.3drealms.com/ubbthread...s/thumbsup.gif
<font color="#1F1F22">Also I just wanted to be on the 1st page!</font> |
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http://www.soldier-of-fortune.com/so...aps_rocket.jpg
http://www.3drealms.com/sw/images/rocket.gif Not much besides a lil squareness but you be the judge. |
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I think the SW rocket launcher looks awesome, but that's just my two cents.
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There where 3 models I started with: Shotbox, Medkit, and Steroids. Shotbox is finished. Medkit is done by someone other. Steroids are also done, but I'm not very happy with the actual one. |
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Very cool.
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those lovely bugs! this my first draft please tell me what to improve the model has 664 faces
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What to improve???
Textures, of course... http://forums.3drealms.com/ubbthread...mlins/wink.gif http://forums.3drealms.com/ubbthread...emlins/doh.gif http://forums.3drealms.com/ubbthread...emlins/hhg.gif |
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(is that even possible..?) |
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Nice, but it has way to many polys, remember that there is usualy like a dussin of these on screen at once that would end up being 7968 polys just for the bugs. I think you should aim around 50, or atleast stay below 100. The jaws, legs wings realy don't need that many polys.
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I don't remember there ever being more than five or six of them at any one time, or one at a time with other monsters. As annoying and hard to hit as those little buggers are, twelve at a time would drive me insane.
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http://img.photobucket.com/albums/v2...auncher_lg.jpg So... |
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Well, even if they have to be scaled down, the bugs are looking good so far.
I hope someone plans to tackle the paper lanterns seen in the first level soon (and, maybe the floating lanterns from the first registered level). I bet those'll look great modeled. |
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here is the second verion of the hornet I think still needs some work pic 1.- 568 faces, pic 2.- 234 faces
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Getting there.
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Arent there a few similar textures and things in SW that were already done for DN3D? Such as the light switch (I saw that one above) the Cap. blue letters (And the HUD letters?) and a few others?
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Hmm yeah there were a few..
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There's also some of the instrument panel textures that are animated versions of the ones from D3D.
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Use the second one.
It looks better and saves polys. A lot of detail can be done on the skin. Take a look at the DN modelling thread and see what has been done there. You only need a basic shape and the graphics can do an awfull lot. |
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Hello, I've begun to create the new model of evil ninjas.
For the moment, modelling, textured are full and animated is not already finished. You can see them here: Presentation Screenshots1 Screenshots2 I try to respect the original picture as much as I can and add new details for others skins. For the moment I don't send the md2 because animation isn't already finished and I've again some problems: - Red lightening colour don't work (I think it's a problem of JF Shadow warrior) - The model has a symmetry when the player is right or left to it (this was used in the old engine to avoid having too much pictures in the .art files, so the same picture was used for right view and left view. It should be edited in the "SWDATA.SYM" file but I don't know exactly how to do.) - I can't export more that 100 frames (in the .md2 file) with my actually script in 3DSMAX. (so the animation has less time details). - I've again some problems with the "monster.def", so I can't use single frame for death - I will not be able to create the animation when the ninja die after being cuted (I'll maybe create a second md2 for that because it uses more polygons). - Some dying animations has blood on the picture itself, maybe I'll create news textures with that blood (and light during shoot). If you can help me to solve one of the problems, I could post the md2 earlier. Sorry for my language, I don’t naturally talk English. |
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If you need painskins, let me know. I know we can't do them like in JFDuke since sw has no cons, but in my original system, It was based on the death animation. I'd be willing to help! http://forums.3drealms.com/ubbthread...lins/smile.gif
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Nice work Papou008!
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does he have a split personalety? http://forums.3drealms.com/ubbthread...mlins/wink.gif
ie: http://img99.echo.cx/img99/200/swhalfman7hl.jpg anyways nice job http://forums.3drealms.com/ubbthread...mlins/grin.gif http://forums.3drealms.com/ubbthread...mlins/grin.gif EDIT nevermind my post, I just looked at your post again http://forums.3drealms.com/ubbthread...emlins/doh.gif |
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