Author Topic: 3d models development  (Read 611998 times)

Re: 3d models development
« Reply #570 on: January 25, 2011, 08:07:55 pm »
The original game has like 5 hair styles. Bald, short, long, punk and tribal. VB has these too and various more.

You don't understand me... I mean about hairstyles for Karpov's model. If animations done we can start making armors, hairstyles and other shit. :)

Offline Lexx

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Re: 3d models development
« Reply #571 on: January 25, 2011, 10:21:02 pm »
No, you need a finished body model to go into detail with armors, etc. Animations aren't really needed for that.


But beside this, I'd love to see a FOnline-ified version of Fallout: New Vegas NCR soldier and ranger clothes.

Offline Gray

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Re: 3d models development
« Reply #572 on: January 25, 2011, 10:33:00 pm »
In case you are asking, I could not use these animations on the VB models , they don't seem to be compatible :-\
I sure, I can manage this.

Offline bikkebakke

  • I'll show those FOnliners how RT is supposed to be
Re: 3d models development
« Reply #573 on: January 25, 2011, 10:48:18 pm »
But beside this, I'd love to see a FOnline-ified version of Fallout: New Vegas NCR soldier and ranger clothes.

Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)

would also be neat if this one existed (or similar so there won't be any copyright issues).

But... that armor would mostly be eyecandy for me >_>

//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:
« Last Edit: January 25, 2011, 11:01:40 pm by bikkebakke »
Gussiplurr - activehttp://fo2238.fodev.net/status/STATUS

Offline Lexx

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Re: 3d models development
« Reply #574 on: January 26, 2011, 01:18:02 am »
I mean them all, the normal soldier clothes type, the ranger and elite ranger. Though, simply taking the models and using them with our animations is a no-go. The models have to be created from scratch. First, because they are too high-poly and second, because they wouldn't fit the optical style anyway (bodytype, etc).

Re: 3d models development
« Reply #575 on: January 26, 2011, 02:07:08 am »
Nice video Karpov.
This is how new models should look.
Loved also pistol taking off holster and put back.

Yeah, thats a very nice "detail", great stuff.

Offline Alvarez

  • Forget the past, go outside and have a blast
Re: 3d models development
« Reply #576 on: January 26, 2011, 08:58:47 am »
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.
I added a silly hat and some loopcuts (wasn't much faces added) and splashed a crappy erlkoenig paintjob on its vertici.

710 vertici, 1294 faces, triangulated quads at .obj export.


http://www.megaupload.com/?d=MB59V7VJ
« Last Edit: January 26, 2011, 06:21:50 pm by Alvarez »

Offline Pudzian_Koks

  • Hardkorowy Koksu + Pudzian = Ja
Re: 3d models development
« Reply #577 on: January 27, 2011, 11:09:29 am »
I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.
I added a silly hat and some loopcuts (wasn't much faces added) and splashed a crappy erlkoenig paintjob on its vertici.

710 vertici, 1294 faces, triangulated quads at .obj export.


http://www.megaupload.com/?d=MB59V7VJ
Did you use Karpov's model?
Nie ma opierdalania się! - Hardkorowy Koksu.

Re: 3d models development
« Reply #578 on: January 27, 2011, 11:55:56 am »
http://www.youtube.com/watch?v=dMkdabWbvaI
Whooooaa! Very good model... and these animation are great! Very good work.
Fallout New Vegas jest wspaniałe...

Dzięki temu... http://www.newvegasnexus.com/ oraz firmie Obsidian ;)

Offline Alvarez

  • Forget the past, go outside and have a blast
Re: 3d models development
« Reply #579 on: January 27, 2011, 12:05:14 pm »
Did you use Karpov's model?

I modified your mesh a bit into something that should resemble a NCR soldier from NV, Karpov.


Offline Hardcore

  • Make war and fuck peace
Re: 3d models development
« Reply #580 on: January 27, 2011, 03:06:49 pm »
Ah, ye they would be nice, so they could stand out a bit more than atm (brown armor >_>)

would also be neat if this one existed (or similar so there won't be any copyright issues).

But... that armor would mostly be eyecandy for me >_>

//the pic above is also ranger but I'm not 100% sure which armors Lexx meant, I thought of the basic ones:

Yep and  this

Re: 3d models development
« Reply #581 on: January 27, 2011, 03:12:36 pm »
Nice :P

Re: 3d models development
« Reply #582 on: January 27, 2011, 03:38:40 pm »
I believe helmets should be modelled seperately to overlap character head just like hairstyles. Otherwise it will multiply player models to much bigger number and you wouldn't be able to take your hat off ;<
But it depends on Karpov vision of that model, how he want to handle it.
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'cause I ain't your fucking brother.
We fell from different cunts,
and your skins an ugly color!

Offline Alvarez

  • Forget the past, go outside and have a blast
Re: 3d models development
« Reply #583 on: January 27, 2011, 04:00:37 pm »
But it depends on Karpov vision of that model, how he want to handle it.

Exactly.
However, i made the hat as a separate vertex group, so you can take it off. What did concern me, is the polygon count of clothes - if i simple copy and upscale the body in order to sculpt clothing, i'll multiply polygoncount at least with 4/5. Because of that i deleted all invisible faces and sculpted the clothes on the original mesh - just needed to add a crosscut on the foot. (converted triangles to squares in order to do that)

Offline pistacja

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Re: 3d models development
« Reply #584 on: January 27, 2011, 06:03:33 pm »
I've made a robe for Karpov's model. It's not the best, it has a crazy UV set and there's still room for reducing the poly-count - I'm just not the best at this sort of thing.







Download link:
http://www.megaupload.com/?d=7DV3ETS0

CC BY-NC 3.0
http://creativecommons.org/licenses/by-nc/3.0/


Polys: 516
Tris: 654
Verts: 540
« Last Edit: January 27, 2011, 06:06:46 pm by pistacja »