Finally finished this one, it took time but I was damn busy lately..
the highpoly weights 3.000.000+ tris and the lowpoly around 2650.
texture count :
- 3*512² for the body (diffuse, normal, specular)
- 4*256² for the head (diffuse, normal, specular, bump)
- 1*64² for the hair (clamped alpha)
- 3*64² for the mask (diffuse, normal, specular)
the pics :
Highpoly model:
Head Closeup (click to enlarge) :
Backpack (click to enlarge) :
Lowpoly model:
Lowpoly model+self-illuminated diffuse only:
Lowpoly model ingame :
Lowpoly model ingame head closeup
Ingame action screenshots : (urls only to save bandwidth - 1024*768 pictures)
http://wip.global-illusions.com/doomgirl/shots/shot00067.jpghttp://wip.global-illusions.com/doomgirl/shots/shot00114.jpghttp://wip.global-illusions.com/doomgirl/shots/shot00104.jpg
Fully compatible wit KDR's PPM support mod, we played online with teddy switching between sigourney, the spaceman and the idgirl and this worked perfectly
mebbe I could release the sdk too if enough people are interested in skinning her...
Replies
It's great to see her finished, top quality work here. I agree about Poopster's comment about the normalmap strenght tho, maybe your diffuse is a tad dark?
Ooooh and where is the download link?!
Hope she can wait a few weeks, by this time she should have a kind of fishy humanoid friend to frag ingame
Good job!
BTW, you know about pm_thirdpersonangle, right?
even if u take off her boobies (god forbid!), you managed to capture her as a female, armor and suit and all
it seems odd no one said this,
her proportions seem pretty wonky to me
her waist is way too low... and then theres the shoulders thing
its kinda all over the place really,
i think ive said this back when u posted the wip version
if u really feel llike getting to the bottom of it,
make a front clean render of her and draw her skeleton over it
im pretty much sure its off :~
either way
all u need now is a midget gimp doom marine
and uve got a sweet family (or an s&m scene, depends how u look at it)
Awesome job man. Looks really fantastic. My only beef is that the in game shots, the normal map isn't very obvious, and normally doom 3 engine makes the normals really pop. Is it just the lighting in your shots? What does it look like with a single spot?
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i was thinking the same thing, it looks like it was just painted on there and wouldnt fit in with the other characters.
The proportions are indeed wierd, but that's the only way to use doom3 stock animations for a ppm as far as I know.
for the lighting problem, I tend to brighten my screenshots so people can see what's going on as doom3 is really dark, so this tend to flatten eveything unfortunately...I really need to make a PPM pimp map.
for the details, I think all the modelled details are rendered on the normal map, I did the separation lines wide enough to be seen, plus most of them separate also two colors, which help to be seen
she is indeed a little too high, just a matter of modifying a few vertex though tis the first thing on my to-do list
idgirl with doom marine, no changes on the brightness
shot of the head while still wip and without helmet
and finally a render of the model only with normal maps and a simple light
again thanks for the input, I'll try to fix as much of the things you pointed at as possible
[favorite shot]
http://wip.global-illusions.com/doomgirl/shots/shot00067.jpg
[/favorite shot]
It reminds me starcraft ghost atmospher for some reasons.
gimme download link !
p.S.: Is the head of the Doom3 guy really that small???
it's true that doom3 is very dark, too dark for me, personally I play with gamma with "1,2"