![]() |
#1081 |
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"?.... |
|
![]() |
![]() |
#1082 |
Re: Duke Nukem 3D Modelling Project part 4
except for the skin, skywalker (or G-man
![]() |
|
![]() |
![]() |
#1083 |
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. ![]() |
|
![]() |
![]() |
#1084 |
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)...
|
|
![]() |
![]() |
#1085 |
Re: Duke Nukem 3D Modelling Project part 4
Personaly I think u should put the Gman face on the hung guy in the suit.
![]()
__________________
"Psycho Mantis locking your doors, your fridge, shutting off your air conditioner, and clogging your toilet sure beats reading some crap off a memory card." - Mr. Blud "Men trade whatever they have for sex and women trade sex for whatever they want. That may be unromantic but theres truth to it." - Nessus |
|
![]() |
![]() |
#1086 |
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.
__________________
Tea Monster's web portfolio |
|
![]() |
![]() |
#1087 |
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.
Last edited by chicken; 03-15-2009 at 03:08 PM.
|
|
![]() |
![]() |
#1088 |
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. |
|
![]() |
![]() |
#1089 |
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 ![]()
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 03-15-2009 at 04:36 PM.
|
|
![]() |
![]() |
#1090 |
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... |
|
![]() |
![]() |
#1091 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
I dont want to spend 25 frames for a simple movement like that
Last edited by chicken; 03-16-2009 at 02:33 AM.
|
||
![]() |
![]() |
#1092 |
Re: Duke Nukem 3D Modelling Project part 4
It would look better to give the model an actual animation with more then just 2 frames instead of turning interpolation of.
|
|
![]() |
![]() |
#1093 |
Re: Duke Nukem 3D Modelling Project part 4
I doubt I could do anything except for just adding this to HRP stuff.
![]() 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 } } ![]()
Last edited by NightFright; 03-16-2009 at 06:45 AM.
|
|
![]() |
![]() |
#1094 |
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 ![]() |
|
![]() |
![]() |
#1095 |
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. ![]() |
|
![]() |
![]() |
#1096 |
Re: Duke Nukem 3D Modelling Project part 4
Last edited by chicken; 03-16-2009 at 12:21 PM.
|
|
![]() |
![]() |
#1097 |
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.
|
|
![]() |
![]() |
#1098 |
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
![]() |
|
![]() |
![]() |
#1099 |
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.
__________________
Tea Monster's web portfolio |
|
![]() |
![]() |
#1100 |
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! |
|
![]() |
![]() |
#1101 |
Re: Duke Nukem 3D Modelling Project part 4
|
|
![]() |
![]() |
#1102 |
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?
__________________
Tea Monster's web portfolio
Last edited by Tea Monster; 03-16-2009 at 03:11 PM.
|
|
![]() |
![]() |
#1103 |
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?)
__________________
http://thaunandshad.com |
|
![]() |
![]() |
#1104 |
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.
|
|
![]() |
![]() |
#1105 |
Re: Duke Nukem 3D Modelling Project part 4
Ahh, thats OK then. I've got to update my development duke folder.
__________________
Tea Monster's web portfolio |
|
![]() |
![]() |
#1106 |
Re: Duke Nukem 3D Modelling Project part 4
Chicken, the new pirate robot is absolutely ingenious. Both animation- and skinwise.
|
|
![]() |
![]() |
#1107 |
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.
__________________
DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
|
![]() |
![]() |
#1108 |
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.
|
|
![]() |
![]() |
#1109 |
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: ![]()
Last edited by Piterplus; 03-17-2009 at 02:19 AM.
|
|
![]() |
![]() |
#1110 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
![]() It's Babeland not Disneyland... But seriously, i can always reduce the seams and bolts if that's the consensus. |
||
![]() |
![]() |
#1111 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
![]() 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 |
||
![]() |
![]() |
#1112 |
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). |
|
![]() |
![]() |
#1113 |
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 } }
Last edited by Piterplus; 03-17-2009 at 07:55 AM.
|
|
![]() |
![]() |
#1114 |
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).
|
|
![]() |
![]() |
#1115 |
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.
Last edited by Piterplus; 03-17-2009 at 02:42 PM.
|
|
![]() |
![]() |
#1116 |
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.
|
|
![]() |
![]() |
#1117 |
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.
Last edited by Piterplus; 03-18-2009 at 01:04 AM.
|
|
![]() |
![]() |
#1118 |
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.
|
|
![]() |
![]() |
#1119 |
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 |
|
![]() |
![]() |
#1120 |
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
![]() |
|
![]() |
Bookmarks |
Tags |
3d modelling, duke nukem 3d, duke3d, modelling, project |
|
|