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+ Quake 4 PPM IDgirl and Spaceman + Updated !!!

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vahl polycounter lvl 18
ooookay...so almost two years after making those models for doom3, I started to be really fed up by the ton of virtual dust they accumulated, so I decided to convert and release them for quake 4, at least they could be of some use for someone...

anyways, starting with the idgirl, original concept by BARoNTiERi

she weights something like 2600 tris, 512 textures for the body, 256 for the head, 128 for the mask and 64 for the hair

lill' screenie :

idgirl_q4.jpg

and download link for the FINAL

Q4MDL_idgirl

And now, the Spaceman, concept by barontieri again.
2022 tris, 1024 for the body, 512 for the head and 128 for the mask

screen :
spaceman_q4.jpg

download link (tested, but may still be in beta stage if any bug is found):
q4mdl-Spaceman

Quake 4 and the latest patch are needed.

I'm mostly looking for bug and rigging issues, but as usual comments and critics are more than welcome, just keep in mind that this model is almost 2 years old, and the spaceman even older smile.gif

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  • pior
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    pior grand marshal polycounter
    Yeah!

    Will download, will check it out. Even if I already know how cool they are.

    Please turn the Spaceman's feet out a little!
  • EarthQuake
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    w00000t go go super frenchie power
  • gauss
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    gauss polycounter lvl 18
    glad to see this girlie finally get out ot the wider world! laugh.gif
  • Xenobond
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    Xenobond polycounter lvl 18
    I see that her fishbowl is a flat black. Are you planning on putting some kind of shader thing to make it look like it's reflecting something?
  • kongni
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    kongni polycounter lvl 17
    vahl:
    This model looks sweet! Very true to the Quake style smile.gif
    I think I like the images of the character on your website better IMO.

    Hey can you tell me where I can find a good tutorial on how to export a character mesh with animations from Maya? Also I'm looking for a tutorial on how to export a static mesh and what the limitations are for static meshes.
    Any ideas?
  • ironbearxl
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    ironbearxl polycounter lvl 18
    [ QUOTE ]
    I see that her fishbowl is a flat black. Are you planning on putting some kind of shader thing to make it look like it's reflecting something?

    [/ QUOTE ]

    I think it'd also look cool with a subtle emissive redish neon glow.
  • vahl
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    vahl polycounter lvl 18
    Thanks all ^^

    pior : will do mate smile.gif
    Gauss : you can't imagine how happy I am to finally be able to release something laugh.gif
    Xenobond : fixed smile.gif
    Ironbearxl : fixed smile.gif

    Kongni : Thanks, the screens on my webbie are from doom3, but as this game doesn't have ppm support, I converted the models to quake4, hence the new shot, plus the doom screens were taking during a MP game (I did a little mod to be able to play the characters, was before kdr released his ppm support, which doesn't work anymore afaik, because of the last doom3 patch. the quake screens were taken with the pm_thirdperson and thirdpersonangle things which kinda suck for screengrabs, plus the levels are - for gameplay reasons- quite ambiant-lit, which tend to flatten normal maps.

    as for the tutorials, i wrote one for doom3 :
    http://wip.global-illusions.com/d3tut/quick%20Tutorial%20-%20Doom3_PPM.htm

    but more info can be found on the support sirte for the doom engine :

    http://www.iddevnet.com

    and more on the dom3world forums

    http://www.doom3world.org

    anyways, updated the first post with new download link and screenshot, I added a specular map on the visor and glowy bits on the armor and a backlight in the helmet.
  • kongni
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    kongni polycounter lvl 17
    Thank you so much vahl!

    I used the Q3 radient tool back in the day and I've been itching to make a level and character. I thought about using the Unreal ed but it's too dated at this point although I would like to get familiar with the interface so I'll have a jump start when the Unreal3 ed is available.

    Keep up the great work! smile.gif
  • Sith Happens.
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    Sith Happens. polycounter lvl 18
    Hey bud! Love that slight glow on her face /mask in the dark, glad to see this out the door finally man! ^^
  • Zergxes
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    Zergxes polycounter lvl 18
    Awesome! Makes me want to get my stuff done.
  • diZzyWalnut
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    diZzyWalnut polycounter lvl 18
    Yes , finally You did it.
    Cool character,...download is done but I have some problem.

    "pm_thirdperson 0 (or 1)" doesn't work to me in multiplayer mode. So how can I see her ? There's another code ?

    B R A V O

    thanks
  • vahl
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    vahl polycounter lvl 18
    kongni : np, hope it'll help smile.gif

    Manny : thanks my friend smile.gif I knew you would like that glowy stuff ^^ dunno why tongue.gif

    Zergxes : THEN FINISH IT !!! smile.gif, thanks man smile.gif

    Dizzy : type :

    net_allowcheats 1

    before smile.gif

    to anyone having tried it : any bug/weird thing to report ? if not I may release the final version to the intarwebworldofwonders this week smile.gif
  • diZzyWalnut
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    diZzyWalnut polycounter lvl 18
    thanks Vahl ,

    it works , its seems to me OK , she run , jump , shoot ...
    GREAT !
    the camera stay always behind her - do You know some code for free camera or something like this ?
  • vahl
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    vahl polycounter lvl 18
    pm_thrdpersonangle [angle] the angle is between 0 and 360 (remove the brackets, of course) I think there's a distance code aswell, maybe KDR knows about that
  • KDR_11k
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    KDR_11k polycounter lvl 18
    Just type in pm_thirdperson and hit tab, it'll show you all commands beginning with pm_thirdperson. In fact I think you can just type pm_t and hit tab, it automatically turns that into pm_thirdperson.
  • Chunkey
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    Chunkey polycounter lvl 19
    About bloody time dude!!!! Good to see some pimpy goodness from you mate laugh.gif

    I'll be checking them all out once I've had some sleep! laugh.gif
  • vahl
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    vahl polycounter lvl 18
    hehe yah chris, too bad we couldn't play together tho :/

    Ok, so I updated the first post with download link for the spaceman and last build for the idgirl, I think they are very close to the final stage but I'll still wait a little for some bugs and all before releasing them, who knows.

    the idgirl's head wasn't moving so I re-rigged it, also added the collision dummy to save ressources and well, that's almost it...

    as usual comments will be more than welcome, I doubt I will make drastic changes tho.

    thanks smile.gif
  • KDR_11k
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    KDR_11k polycounter lvl 18
    Collision dummy? On Doom3World they told me you're not supposed to define any collision stuff for your playermodel because it uses some default thing for that...
  • vahl
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    vahl polycounter lvl 18
    you have a collision model to add in the md5mesh, it's in all the mp models...else it will use face collision
  • KDR_11k
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    KDR_11k polycounter lvl 18
    Won't it do that only if a surface is flagged as "collision"?
  • vahl
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    vahl polycounter lvl 18
    I don't think a surface flagged as collision displays in the game, hence the separate mesh, which also allows me to use exactly the same model as the retail models, though I may be wrong

    anyways, models released. I can't edit my first post, but the download links are the same, have fun smile.gif
  • KDR_11k
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    KDR_11k polycounter lvl 18
    The idgirl link is dead.

    I think the collision material flag is meant for level architecture.
  • vahl
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    vahl polycounter lvl 18
    w00ps

    still can't edit that first post :/

    here's the right one :

    QUAKE 4 IDGIRL
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