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 :
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 :
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
Replies
Will download, will check it out. Even if I already know how cool they are.
Please turn the Spaceman's feet out a little!
This model looks sweet! Very true to the Quake style
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?
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.
pior : will do mate
Gauss : you can't imagine how happy I am to finally be able to release something
Xenobond : fixed
Ironbearxl : fixed
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.
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!
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
Manny : thanks my friend I knew you would like that glowy stuff ^^ dunno why
Zergxes : THEN FINISH IT !!! , thanks man
Dizzy : type :
net_allowcheats 1
before
to anyone having tried it : any bug/weird thing to report ? if not I may release the final version to the intarwebworldofwonders this week
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 ?
I'll be checking them all out once I've had some sleep!
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
anyways, models released. I can't edit my first post, but the download links are the same, have fun
I think the collision material flag is meant for level architecture.
still can't edit that first post
here's the right one :
QUAKE 4 IDGIRL