Author Topic: 3d models development  (Read 674337 times)

Re: 3d models development
« Reply #945 on: February 13, 2011, 10:37:05 pm »
Maybe the breast convex part should be scaled to shoulders. Otherwise great job, keep it up!

Offline Izual

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Re: 3d models development
« Reply #946 on: February 13, 2011, 10:38:21 pm »
Jeans should be brown, shouldn't they? We'll have enough green with CAs :P
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Offline Ztormi

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Re: 3d models development
« Reply #947 on: February 13, 2011, 10:41:54 pm »

No they are green.

Made a few fixes. Added small green sleeve thingys on the arms and rotated and scaled the pads. Obviously the t-pose render looks pretty dumb now but the pads should rotate with arms.

Maybe I'll send this to you so you can mess around with those with the rig?




edit: isometric render
« Last Edit: February 13, 2011, 10:46:46 pm by Ztormi »

Offline Izual

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Re: 3d models development
« Reply #948 on: February 13, 2011, 10:43:26 pm »

No they are green.

Fine :P I was mislead by Cassidy's sprites:
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"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
- J.E. Sawyer

Offline Surf

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Re: 3d models development
« Reply #949 on: February 13, 2011, 10:44:32 pm »
Can later be made for the LAmkII or such. ;)

Offline Ghosthack

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Re: 3d models development
« Reply #950 on: February 13, 2011, 11:08:53 pm »
Great work Karpov, Ztormi and everyone else involved in 3D development.

The animations looks really good and true to the original frms  :)

Offline Karpov

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Re: 3d models development
« Reply #951 on: February 13, 2011, 11:19:48 pm »
If shoulderpads are separated from the armor body then I can position them when I rig the character. But one thing, are those sleeves textured? they shouldn't, because we have different skin tones. Sorry, maybe I should have pointed that before. I really like the texture, you can really identify that armor from far away. You can paint some black gloves too, that one will be no problem because hands are a separated material ID, so it does not matter what skin tone you use.

Offline Solar

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Re: 3d models development
« Reply #952 on: February 13, 2011, 11:29:18 pm »
Did I miss the LJ on the Karpov model? I don't recall seeing that
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Offline Ztormi

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Re: 3d models development
« Reply #953 on: February 13, 2011, 11:31:44 pm »
Yea they are textured and I was kinda expecting I can't texture the arms  :P
I'll try to figure out another way to do it. But I wouldn't like to model a sleeve part under the pad because you can barely see it anyway from the isometric perspective. I'll try to edit the pads a bit to make it look better.

Offline Karpov

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Re: 3d models development
« Reply #954 on: February 14, 2011, 12:37:49 am »
There is a Material ID for short sleeves in the character, but I am afraid it is not short enough, and it would look like a T shirt below.

Solar ,the Leather Jacket I made it myself, some time ago. It was featured in the first video only, I could show it when I upload another one.
Here is a pic of the jacket, not in the game though. Just the jacket, I made this to let the player choose the clothing below, like Ian has blue pants and white shirt.

http://img16.imageshack.us/img16/8821/jackett.png

Offline Lexx

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Re: 3d models development
« Reply #955 on: February 14, 2011, 12:45:19 am »
Stuff looks really good already. Especially the walking animation, etc.

What I noticed is, that the 3d models are much more smooth than the 2d critters. Guess this would require some additional shader placed over the whole thing to make it more sharp / with sharper edges.



Also it's bigger than the original. ;)
« Last Edit: February 14, 2011, 12:48:09 am by Lexx »

Offline Karpov

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Re: 3d models development
« Reply #956 on: February 14, 2011, 01:16:37 am »
That is really weird Lexx,  because I see it this way. Do you have antialiasing on? I don't



The guy is bigger? never noticed before, but you can change it from text input.

Offline Lexx

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Re: 3d models development
« Reply #957 on: February 14, 2011, 01:25:17 am »
Got "MultiSampling=-1" and "SoftwareSkinning=0" if I set SoftwareSkinning to 1 it looks similar to yours, but I don't have any shadows. If I set MultiSampling to 16, it looks a lot sharper and better (but not like yours :>). So I'll guess it's the texture that seems to be a bit too smooth in this case.

Offline Karpov

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Re: 3d models development
« Reply #958 on: February 14, 2011, 01:42:53 am »
The problem is you are using van buren textures for the combat armor. Another thing I missed.  :P

Offline Gray

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Re: 3d models development
« Reply #959 on: February 14, 2011, 10:19:09 am »
Alright, finished the texture. Let me know if there's anything wrong with it.
Personally I'm quite happy with the looks of the chestplate.  :)
http://img193.imageshack.us/img193/1279/larender.jpg
I'm glad that you guys haven't stop without me :)
Something not good with a shape of the chest. Make it more sloping, maybe.
If you want - I can help, I've made all other armors and know all possible troubles.
Made a few fixes. Added small green sleeve thingys on the arms and rotated and scaled the pads. Obviously the t-pose render looks pretty dumb now but the pads should rotate with arms.

Does your model support different skin tones?
« Last Edit: February 14, 2011, 03:38:04 pm by Gray »