Vassago: that looks great. how well does large open water areas perform in the source engine? your 127 fps looks promising, but I bet that's not a complete map.
Ha, Japanese schoolgirls in Doom3... it was just a matter of time
But fix that ugly seam in her face (by handpainting the normalmap in that area to a neutral level)
Well, it's a matter of differant things really. Those pics are taken from a "quick" compile, so there is a VIS(PVS) going on. Everything in the entire BSP is being drawn there. It performs much faster on a full compile. I'm also running a GeForce 6800GT card, so that helps. I also have a water_lod entity in the level. This transitions the shader-based water for a much less expensive, texture-based water, according to the distance from the camera.
But other than that, the water seems to perform great in Source. It's the #1 most expensive effect for the engine, so I'm trying to make as few "expansive" bodies of water that I can. The gap in the river shown, is 50ft wide. There will be lots of turns and buildings though, to limit the water views.
But fix that ugly seam in her face (by handpainting the normalmap in that area to a neutral level)
I was too lazy to render the map again, you can get rid of that effect by including the adjacent faces into the mesh that's sent off to ORB, that way the normals of the mesh used for normalmap generation match the normals of the mesh used ingame. Updated the pic to reflect this.
Fun fact: Doom 3 has an IK system that makes sure the feet are always (okay, only when they're supposed to be) on the ground, even on sloped surfaces or stairs. People have demanded this feature for a long time now, didn't they?
Doom 3 doesn't support PPMs. Once I get the SDK to compile that might change but it doesn't look like that'll happen. Why is there no readme included that details what compiler and libraries you need? Apparently the gcc doesn't take it. The "Unknown precompiler command: #PRAGMA" sounds a bit like you need MSVC++ to compile it.
So, now this (warning: "nude" basemesh) (do we have to keep this thread worksafe?) is my current project. I'm trying out box modelling and didn't get to work on the hands or feet yet which is why they look like clay shapes . Jaa, I know, I SHOULD be working on something else but only working on what I should work on makes me unproductive (since I don't do anything ).
Pissing about with a texture for EarthQuake's Female model only about 2 hours in though I have been chatting to peeps as well
Should really hold back until more work is done but I've been suffering from a lack of motivation to do any artwork outside of work for the last few months, so I'm a bit excited that the mojo is back
Im workin` on these two babies, both for the same mod:
The demon is very early wip. The girl is.. well.. I modeled her while I was very intoxicated, all i was thinking was blocking out the shapes. So now i`ve started redoing every line and polygon, trying to make the mesh less messy. I`ve started doing this in the face, and this is as far as i`ve gotten.
I'm starting off a with a idea to have this scary ass feind thing with this little gremlin (a la Darkness style) riding on top for comic relief. so far the walker
i started a new post if anyone cares to give their Critique and any ideas that would make it really stand out. Danke
nope, was in bed with a migrane last night, think it's due to being at the pc for up to 15-16 hours last week- doubt any more will be done for a day or 2 due to work and other shit going on- next progress shot should show the colourscheme of the character tho
128 poly/map of a cyberbot thing. No real design going in so its pretty generic.
Used a vertex bake to get a headstart on this one when I realized I have no idea how to add color to a greyscale (well). He's a little pale in the face, I think. Painting with a mouse is the worst.
Had an idea for a series of characters, Techno Magi, I will hopefully eventually get around to doing. Right now, I've just done up this concept for one of them...
This is what happens when you have the idea of "how can magic be real, through the use of technology"...well...here she is, nameless as of now, but she's a Necromancer.
Shadowdragon and I are working on a low poly (1400ish) "base" gargoyle player model for the OpenArena project's Team Arena portion, hopefully with switchable heads with different horns and snouts hopefully. Can't wait to finish the sucker myself.
aboput a year ago i decided that a guy with a gas mask and dreadlocks was the coolest thing ever. its kinda experimental cause im designing him as i go
As for me, right now I'm taking a break from Katt and reworking the model I made for last year's 10k competition, especially the head, which I hated. I've been trying lots of different hairstyles, below are two I kinda like. 80's punk and... well, see for yourself.
And a retooling of an old character I am doing on the side to keep myself from getting overly focused on one character (and yes, that fugly hair geometry shall be totally deleted to give him a more realistic 'do):
Unless you are going for a completely different anatomy than a human hislegs are too short. And where are the seams for Q3? Or does your engine use a different setup?
that certainly is one detailed penis CheapAlert. When you get this guy rigged, dont forget to put a bone in his cock. That way it can flop around as he runs. Frankly, if you can make a run cycle with it flopping all over the place, it would probably be both the funniest and most frightening model ever made.
[ QUOTE ]
that certainly is one detailed penis CheapAlert. When you get this guy rigged, dont forget to put a bone in his cock. That way it can flop around as he runs. Frankly, if you can make a run cycle with it flopping all over the place, it would probably be both the funniest and most frightening model ever made.
[/ QUOTE ]Hmm add a ability to break his "bone", then he will have an excuse to skip work ahha. I remember see a funny picture with text about that ahah....
Replies
But fix that ugly seam in her face (by handpainting the normalmap in that area to a neutral level)
But other than that, the water seems to perform great in Source. It's the #1 most expensive effect for the engine, so I'm trying to make as few "expansive" bodies of water that I can. The gap in the river shown, is 50ft wide. There will be lots of turns and buildings though, to limit the water views.
I was too lazy to render the map again, you can get rid of that effect by including the adjacent faces into the mesh that's sent off to ORB, that way the normals of the mesh used for normalmap generation match the normals of the mesh used ingame. Updated the pic to reflect this.
Fun fact: Doom 3 has an IK system that makes sure the feet are always (okay, only when they're supposed to be) on the ground, even on sloped surfaces or stairs. People have demanded this feature for a long time now, didn't they?
So, now this (warning: "nude" basemesh) (do we have to keep this thread worksafe?) is my current project. I'm trying out box modelling and didn't get to work on the hands or feet yet which is why they look like clay shapes . Jaa, I know, I SHOULD be working on something else but only working on what I should work on makes me unproductive (since I don't do anything ).
Should really hold back until more work is done but I've been suffering from a lack of motivation to do any artwork outside of work for the last few months, so I'm a bit excited that the mojo is back
http://homepages.paradise.net.nz/camillab/mecca/day9c.jpg
http://homepages.paradise.net.nz/camillab/mecca/day9c.jpg
I made a new pimp thread for her for those who want to teach me stuff (please).
The demon is very early wip. The girl is.. well.. I modeled her while I was very intoxicated, all i was thinking was blocking out the shapes. So now i`ve started redoing every line and polygon, trying to make the mesh less messy. I`ve started doing this in the face, and this is as far as i`ve gotten.
umm starting on this again =x i WILL FINISH IT THIS TIME OMG!!!
Making progress. I have a feeling the normalmap isn't really visible on this one...
normal mapping shouldnt be used to show off normal mapping anyway , just an aid to the model final
i started a new post if anyone cares to give their Critique and any ideas that would make it really stand out. Danke
lips and ears are almost finished, tweaked the cheeks some more.
sorry for lack of thumbnails, just about to go to bed- expect a proper update soon-ish
click
Mr. Smo: looks good to me, let's see that head finished.
Red Crane: i like the definition, especially on the head in the high poly version.
and excellent work ether, please keep posting your zbrushings!
(this pic was taken when I was just trying to get an idea of the rigging for the model...some tweaks have been made since )
And I'm working on this one:
I know it's a bog-standard female UT2k chix0r, but it's my first bog-standard female UT2k chix0r :P
He's rigged! and doing the running-man...
128 poly/map of a cyberbot thing. No real design going in so its pretty generic.
Used a vertex bake to get a headstart on this one when I realized I have no idea how to add color to a greyscale (well). He's a little pale in the face, I think. Painting with a mouse is the worst.
Had an idea for a series of characters, Techno Magi, I will hopefully eventually get around to doing. Right now, I've just done up this concept for one of them...
This is what happens when you have the idea of "how can magic be real, through the use of technology"...well...here she is, nameless as of now, but she's a Necromancer.
Yes, I know he has a cock. It's staying :P
As for me, right now I'm taking a break from Katt and reworking the model I made for last year's 10k competition, especially the head, which I hated. I've been trying lots of different hairstyles, below are two I kinda like. 80's punk and... well, see for yourself.
Yes, I know he has a cock. It's staying :P
[/ QUOTE ]ZOMG my eyes!
That was just a straight scan, pencil and ink. I'm currently in the process of cleaning it up and colouring in Photoshop.
MoP
Been busy.
I demand comments!
And a retooling of an old character I am doing on the side to keep myself from getting overly focused on one character (and yes, that fugly hair geometry shall be totally deleted to give him a more realistic 'do):
And, for those who are interested in his other "head"
that certainly is one detailed penis CheapAlert. When you get this guy rigged, dont forget to put a bone in his cock. That way it can flop around as he runs. Frankly, if you can make a run cycle with it flopping all over the place, it would probably be both the funniest and most frightening model ever made.
[/ QUOTE ]Hmm add a ability to break his "bone", then he will have an excuse to skip work ahha. I remember see a funny picture with text about that ahah....
*realizes what that sounds like*