Yes, I'm aware I'm not supposed to model anime chicks and should continue with that space marine model... But hell, I wanted to do a proper Doom 3 PPM at least once and I think the hipoly mesh for the marine would've been a LOT more complicated. Ahh, who am I fooling?
I've shown her a few times in other threads, time to get an official P&P thread for her.
She's done except for any crits you can find
. Won't be released before I get the server syncing to work properly in the PPM mod, anyway.
The basemesh doesn't include her clothes because these weren't actually modeled in hipoly. I've made parts of them, put them over the UV coordinates of the lowpoly model and rendered them out. Looks the same but reduced my work a LOT (since I didn't have to watch out for clipping) and still looks cleaner than a heightmap (not to mention, easier to modify). Diffuse and specular maps were rendered from those same parts.
I'm not sure purple was the right choice for the specular of the black parts (yes, Doom 3 does support colored specmaps) but it adds color and maybe that's not so bad.
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Looks good, strange to see something cartooney in the DOOM3 environment.
you should fix the normal map seams somehow. i assume it is possible, i have heard mention of carefully painting them out manually. according to the image, there is a nasty seam on the back of her right leg that can't be ignored.
the camel toe is boarding on lack of taste, i am digging it in an old dirty man kinda way, but it is the only glaring detail that is "uncommly sexual" so it stands out like a single neon eyelash. it's more of an observation, it could work. her wrists look as if they are going to bend weird, they look broken/dislocated in some shots. due to my inexperience with the area, making changes to a rig personally is a laborous task, so i would only change it if it extremely bothered me, but keep it in mind for the future.
i would give her a bigger booty. and she seriously needs sometype of marshmellow chicke nugget animal with wings or jumping around at her feet chirping it's name, "mitsy! mitsy! mitsytsu!"
excellent work thus far.
two words: nude version!!!
What did you use for the skeleton?
Seriously , this is looking really nice , looks like you have to be a coder to get things ingame ...
Leonm, killing: I didn't notice the camel toe before you mentioned it, that's actually a rendering error in the normalmap (though it might be caused by the difference in shape between the hipoly and lowpoly mesh there...). Since it wasn't supposed to be there I'll try to remove it. Think I'll try getting the Doom 3 renderbump to work and see if it does a better job than ORB before painting on the map (so i can work off the better version).
Elysiun: 1. Do that yourself! Shouldn't be too hard, make a new difuse and spec map and remove the normal map blending, but I'm not going to do that (hell, one reason already is that I want to see how many people will try to make one!)
2. Yep, Blender exporter. Having weighted vertices at your disposal and the generally superior interface of Blender makes rigging much more fun with it than with Milkshape.
Snowfly: She's using the default skeleton. It'll be a lot of work to get custom animations to work in Doom 3 as most anims seem to be tied to the weapons instead of the player. I haven't even implemented proper syncing of the playermodel (on a listen server the server shows the client as the default model...), encapsulating the animations is still some time off.
About Doom3 normalrenderer, yeah it seems like it does a better job than ORB when it comes to models that are supposed to be used in the actual game env. My understanding is that ORB performs a perfect 'mathematical' rendering, while Doom3's has on top of that a special algorithm that prevents smoothing artefacts. Vahl has made a more than convincing comparaison shot you might be interested in.
Besides that I simply dig the approach you took for the suit modelling. Great example of what can be done on top of 'classic' normalmap rendering from dense meshes.
KDR shows the way! Yeah!
I can't get Doom 3 to renderbump for me, always says "image $foo not found" (where $foo is the material name). I can't give it a complete models/characters/players_mp/blahblahblah path because Blender limits material names to 31 characters so I named the materials ryoka/head and ryoka/body but it doesn't accept those.
I wouldn't walk around my city without shoes, imagine what crap will be on the floor of Doom land...