07-02-2009, 08:27 PM | #81 |
Re: Duke Nukem model
A-rite! Way to keep the updates comin'. Here's a link to a deformation tutorial that may be of interest in your adventures.
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07-03-2009, 09:42 AM | #82 |
Re: Duke Nukem model
Thnx . I'm worknig on the shoulder area now but it's not finished so i don't have any videos for today.
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07-04-2009, 05:58 AM | #83 |
Re: Duke Nukem model
I just finished one half of the shoulder guys. The back part folds nicely now, i'll make a video when all the half are done.
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07-05-2009, 06:52 AM | #84 |
Re: Duke Nukem model
Ok, not everything turned out just fine today, i went a little backwards on duke. I'm stuck at the shoulder area and, right now i cut a big chunk of it which was part of the arm and attached it to the torso. There's a really fricky scene there at the shoulder, a lot of bones are in conflict with one another and controling that area from 2 different objects was just a pain in the ass.
I also have a screenshot with the new torso:
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07-06-2009, 08:18 AM | #85 |
Re: Duke Nukem model
Hey guys, it's been quite some time since my last video. Well i've been working on the shoulder area in this time and now i can say i i got to a final point. I'll be doing some tweaking if i spot something that i missed otherwise this is the final look and feel. Enjoy .
http://www.youtube.com/watch?v=CxxdsUXQjHs
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07-07-2009, 03:55 AM | #86 |
Re: Duke Nukem model
The characters, even to an extent the custom ones, have customizable parts.
Will this be true for this model at some point in its existence? As in, no Sunglasses, no straps, no tanktop, gloves, cigar, etc etc? |
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07-07-2009, 05:38 AM | #87 |
Re: Duke Nukem model
Sure, you can do anything. When loading your model in ue3 you load your character by parts (arms, legs, boots etc) in a package, and you can allways add later new parts to that character in the package. So, let's say, if the people will desperatly want a cigar in his mouth when kicking ass i can simply make a cylinder, rig it to the head, texture it and load it into ue3 .
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07-07-2009, 12:03 PM | #88 |
Re: Duke Nukem model
What he means is, when you go to a character in UT3, you can customize them somewhat. Generally shoulder pads, etc.
He's asking if you will do that for Duke. Also, Duke's sunglasses never come off. |
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07-07-2009, 01:25 PM | #89 |
Re: Duke Nukem model
Not really, unless i make new parts for him, otherwise there'll be 1 item in every category. And yeah, duke won't take off his glasses .
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07-08-2009, 04:31 AM | #90 |
Re: Duke Nukem model
I sort of fixed the suspenders guys, they don't look too good right now, that's because the suspenders themselvs don't have some bones of their owns and they're attached to the spine and crotch. I'll see if i can add more bones there but i don't promise anything.
http://www.youtube.com/watch?v=XZ43T7TJYmo
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Last edited by edithegodfather; 07-08-2009 at 04:35 AM.
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07-08-2009, 07:19 AM | #91 |
Re: Duke Nukem model
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07-09-2009, 08:01 AM | #92 |
Re: Duke Nukem model
I've brought duke into ut3 today guys but i got stuck at the materials, they don't seem to apply to the models, it just says that they're applied but nothing appears, i'm trying to solve this as soon as possible.
But i'm also having another problem, i just got 14 free days to play age of conan and now i gotta make time to play it till the time runs out, it's not everyday you get 14 days of free anything , but don't worry i'm not giving up on duke .
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07-09-2009, 11:08 AM | #93 |
Re: Duke Nukem model
if you don't mind giving a link to where to download your model,
maybe i can help you. Or PM me if you want |
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07-09-2009, 03:45 PM | #94 |
Re: Duke Nukem model
Yeah you should throw the rigged model up with the UT3 skeleton, there's probably some people who were involved in the Duke 3D high res pack that would give it a go.
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07-09-2009, 11:44 PM | #95 |
Re: Duke Nukem model
Only when the model's completly finished :P .
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07-10-2009, 05:49 AM | #96 | |
Re: Duke Nukem model
Quote:
Also,i would make a high poly version for normal maps first ,then adjust the lowpoly,UV map it,then texture the model and after that rig it. |
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07-10-2009, 08:43 AM | #97 |
Re: Duke Nukem model
Well, i allready rigged it but yeah, now i'm focusing on the normal maps which after i'm done with i'll make the textures, unwrap everything and take it to ut3. I'm following a workflow of my own: everything i make and finish i take it to ut3, this way i don't get stuck at one point where i haverything done but something doesn't work and i have to go back and adjust a trilion things .
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07-14-2009, 10:06 AM | #98 |
Re: Duke Nukem model
Hey guys, sorry for not posting anything recently. Thing is, i kinda got stuck at unwrapping my model and importing it to mudbox 2009. The unwrapping's giving me a hard time cuz i barely know what i'm doing and mudbox is just extremly buggy and i can't seem to be able to work effectively in it. Hope i get everything sorted out then i start posting some screenshots.
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07-21-2009, 12:09 AM | #99 |
Re: Duke Nukem model
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07-22-2009, 09:00 AM | #100 |
Re: Duke Nukem model
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07-26-2009, 06:04 AM | #101 |
Re: Duke Nukem model
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07-27-2009, 12:47 AM | #102 |
Re: Duke Nukem model
A, it's easy, you just select your object, go to the modifier list and apply an unwrap uvw modifier .
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Last edited by edithegodfather; 07-27-2009 at 03:33 AM.
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07-27-2009, 03:34 AM | #103 |
Re: Duke Nukem model
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07-27-2009, 12:09 PM | #104 |
Re: Duke Nukem model
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07-28-2009, 12:24 AM | #105 |
Re: Duke Nukem model
Umm, i don't know what milkshake 3d really is, but i think you can export from it into 3ds max, there you'll find the uvw modifier.
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07-28-2009, 08:56 AM | #106 |
Re: Duke Nukem model
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07-29-2009, 07:35 AM | #107 |
Re: Duke Nukem model
A small tip when doing uv's for a model that is supposed to have normal maps. Try and minimize the number of cuts especially in visible areas. Those cuts tend to show up as the normal maps will never match up perfectly at the edge. It's generally preferable to get some stretching to avoid the seems.
I would stitch that arm, hand and fingers together. You will also get the same problem with the cut on the arm. To avoid that seem the shoulder could have been made part of the arm and then let the seem be under his cloths instead. It's a single clean cut and with a bit of work you might be able to hide it though so if you don't feel like redoing the rigging of that part I understand you completely though. You are generally making things a bit difficult for your self with the order you do things. doing it: low/high poly modelling -> uv mapping -> generating normal maps -> rigging is probably the easiest way since you can tweak low ploy and highpoly models to match each other and go back and forth between uv and modelling to get around problems you encounter while generating normal maps. Doing it the way you are doing it will probably work ok but you will probably run into some headaches you could have avoided by doing the highpoly and generating normals earlier on. This is mostly due to normal map generation being the most trial and error prone part of doing current gen models. I am looking forward to see how this model turns out. It's looking promising so far. |
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07-30-2009, 01:33 AM | #108 |
Re: Duke Nukem model
I can't really go back now, i'll have to adapt along the way but i'm sure i'll find workarounds if i get stuck somewhere .
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07-30-2009, 08:15 AM | #109 |
Re: Duke Nukem model
Legs
---------- Post added at 05:15 PM ---------- Previous post was at 03:34 PM ---------- And the boots, and with that i think i'm finished with the unwrapping. I'll import next the parts into mudbox where i'll start sculpting the model for normal maps and paint it.
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08-01-2009, 05:09 AM | #110 |
Re: Duke Nukem model
Hey guys, do you happen to know where can i get a couple o' high resolution pictures with duke? I'm working on the normal maps now in mudbox and everything i have is low resolution and i can't see all the small details i need to sculpt out.
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08-02-2009, 02:13 AM | #111 |
Re: Duke Nukem model
http://www.xboxer.tv/duke-nukem-trailer-coming.jpg
http://cache.kotaku.com/assets/image...em_forever.jpg http://www.gossipgamers.com/wp-conte...01-590x419.jpg Theres not really anything in good quality in his standard clothing. |
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08-02-2009, 04:40 AM | #112 |
Re: Duke Nukem model
Ow, it doesn't matter what's wearing , i'm working on the head right now, that why i need them really high resolution. I have some high resolution pictures but they're not too mouch of portraits .
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Last edited by edithegodfather; 08-02-2009 at 04:47 AM.
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08-02-2009, 07:05 AM | #113 | |
Re: Duke Nukem model
Quote:
Wow, that looks really amazing! But I think it needs a more pronounced hairline. |
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08-02-2009, 08:39 AM | #114 |
Re: Duke Nukem model
it needs a lot of lines more pronownced, i only started it 2 days ago, but i'm getting there .
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08-05-2009, 06:10 AM | #115 |
Re: Duke Nukem model
Only managed some work on the cheek bones, thing is i'm having some problems with some humps forming randomly that bad on the model which i'm not sure how to fix.
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08-07-2009, 04:53 AM | #116 |
Re: Duke Nukem model
Mmyeah, so it seems that those humps i kept babling about finally got to me :-/ , i have a really really bad topology on my model and i get too many smoothing artifacts and the only solution is to go back to modeling and get rid of all the nasty faces and vertices.
I'll make a backup copy of the model as it is now so we all don't have to worry i **** up .
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08-07-2009, 10:13 AM | #117 |
Re: Duke Nukem model
In the immortal words of J.C. Denton; "What a shame".
Good luck fixing it up. |
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08-08-2009, 12:54 AM | #118 |
Re: Duke Nukem model
Shit happens .
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08-12-2009, 08:31 AM | #119 |
Re: Duke Nukem model
Almost there, i finished the head, glasses and torso i've got the arms, legs and boots left.
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08-14-2009, 04:47 PM | #120 |
Re: Duke Nukem model
Go son! It's looking great
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