Author Topic: 3d models development  (Read 690479 times)

Re: 3d models development
« Reply #525 on: January 18, 2011, 09:25:14 pm »
you dont have to especify every gun in the game. sure it is more realistic, but its not unecessary.

Offline Graf

  • Moderator
  • "Next Day" developer
Re: 3d models development
« Reply #526 on: January 18, 2011, 10:08:33 pm »
my own try of m60:

276 tris
Nice one. Could you try to make some of these?

Quote from: me
Incomplete or missing:
1. Avenger Minigun (Texture for VB model are required)
2. Light Support Weapon
3. Rocket Launcher
4. M3A1 "Grease Gun" SMG
5. Desert Eagle .44
6. Desert Eagle (Exp. Mag.)
7. YK42B Pulse Rifle
8. Gatling Laser
9. M72 Gauss Rifle
10. Combat Shotgun
11. Brass Knuckles
12. Mega Power Fist
13. Power Fist
14. Club
15. Sharpened Spear (Texture for regular spear are required)
16. 10mm pistol

Re: 3d models development
« Reply #527 on: January 19, 2011, 01:29:49 am »
Some knuckles ?

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #528 on: January 19, 2011, 01:31:37 am »
Some knuckles ?


both spiked and brass, really nice. Tricount?

Looks like it could be a bit steep, but it could be very easily altered I guess.
Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Re: 3d models development
« Reply #529 on: January 19, 2011, 01:32:20 am »
Yes, way too high for what they are : 400

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #530 on: January 19, 2011, 01:40:36 am »
Yes, way too high for what they are : 400

could be  easily fixed then if one got the time :P

Do we need the holes? Could they just be painted on with texture (these small weapons will never be at such a close-up that we will se any great difference.

Same goes for the lower part I guess, can save a lot of tris there and still make them look good with a good texture.
Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Offline Karpov

  • Moderator
  • Come Together
Re: 3d models development
« Reply #531 on: January 22, 2011, 09:39:37 pm »
Hi, It's been a long time since my last post. Back then I was working on a whole new character model but I had no way to test it so I ended up dropping it. Now with the release of the SDK I am able to test it properly , so I started working on it again. The idea was to test what can or can't be done, I made some animations, the leather jacket to test the body attachments and e few different textures to test the subsets and skins. I am trying now to create the rest of the animations, then I will see what to do next.
There is a video of course, here is what I have so far.

http://www.youtube.com/watch?v=Pa28wV9sEEE
http://www.youtube.com/watch?v=3llbb4n95ns

In case you are asking, I could not use these animations on the VB models , they don't seem to be compatible :-\



Offline Graf

  • Moderator
  • "Next Day" developer
Re: 3d models development
« Reply #532 on: January 22, 2011, 09:47:19 pm »
This is an awesome work, dude! These 3D models are finally looks very much like in F1 and F2. Keep it up. The only one question - does new animations require changing of existing 3D models of armor?(metal armor, combat armor etc)
P.S. Your avatar made me laugh  ;D
« Last Edit: January 22, 2011, 09:49:15 pm by Graf »

Re: 3d models development
« Reply #533 on: January 22, 2011, 10:28:41 pm »
Very nice work Karpov.
As Graf said, on the rail of F1&F2. A very good point in my mind.
Just too much speed in the spear attack animation.

I hope the community will follow you on this way.

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #534 on: January 23, 2011, 12:01:13 am »
I'm very impressed, they look really good, actually I think the spear animation speed should be reduced just a bit, not too much :P Spears are fast weapons, but that animation is just a bit too fast >_<

Who else but the chinese can demonstrate my point Spear-fight ftw
« Last Edit: January 23, 2011, 12:37:20 am by bikkebakke »
Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Re: 3d models development
« Reply #535 on: January 23, 2011, 12:47:06 am »
Omfg Karpov, that's the best thing I've seen in so much time. Your models and animations easily beat everything done in Van Buren. Keep it up and I'm sure devs will decide to implement them, not those from VB.
Don't call me your brother
'cause I ain't your fucking brother.
We fell from different cunts,
and your skins an ugly color!

Offline Lexx

  • Rotator
  • Mexican Apple Thief
Re: 3d models development
« Reply #536 on: January 23, 2011, 12:53:09 am »
We will take what looks best. But keep in mind, that with new models, all body attachments (hair, beards) have to be readjusted to fit again.

The second video looks even better than the first one. Also I like how the spear is visible on the back.

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #537 on: January 23, 2011, 01:02:39 am »
Also I like how the spear is visible on the back.

Ye, that is a really nice thing, this is why I like 3D implementation ;) We will actually see the difference between weapons visually (not just by sprite images in inventory and by description) :P
Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Re: 3d models development
« Reply #538 on: January 23, 2011, 01:08:19 am »
Is there a way to make those models fatter, slimmer or be slouch?
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Offline Karpov

  • Moderator
  • Come Together
Re: 3d models development
« Reply #539 on: January 23, 2011, 02:01:58 am »
Thanks for the support, I might post again if I make any progress.

Graf: The existing models would need to be adapted, that's true, soft parts like clothes that are close to the body and have to deform with it must be extrapolated from this character mesh to avoid overlapping, but rigid parts like shoulderpads and chestplates should be easier to adapt.

bikkebakke: I can easily slow it down, but I am making animations frame by frame from the original sprites, so I rarely have to adjust speed.

avv: Yes, you can tweak the main mesh , if you don't add any polygon then the bone weights and the texture maps will stay the same, but in that case you would need to model all attachments for that kind of body.

Lexx: You are right about that , all armors need to be done , but like you said before, animations are the most important part, we can always add hairstyles and beards later.


Update:  New video showing a close up on the character, and some new animations, still in progress. (video is streched :/)
http://www.youtube.com/watch?v=dMkdabWbvaI
That's it for now , I won't be home next week so that may slow down the process.

« Last Edit: January 24, 2011, 06:19:10 pm by Karpov »