nice work. only thing that catches my eye in these that i've noticed both in HL1 and especially HL2 is the slightly too-long arms--but if you're planning on attaching these to the HL1 animations, not much you can do about that, then.
other than that i'm digging the poly flow. crotch could cause problems, though, perhaps?
It's looking great as per usual. I would consider adding some more sides to the 4-sided limbs just to get a little more rounded forms, because it's really old-school, borderline outdated, with the amount you have. Why not take the polycount up a bit, so that you can see it's updated versions of the old models? The engine can handle it. I agree on the crotch being a difficult spot, since I've done HL model adaptations myself and not having the option the weight you verts can lead to serious deformation.
I tweaked the mesh a bit, scaled the head, rotated and tilted the beret, redid the shoes and added some polys to round out some parts.
With Gordon always hearing the messages of the enemy I thought they must´ve had the radio attached directly to their chest.
[ QUOTE ]
Sweet work and an SDK!!!!! My eyes just teared up... Time to dig out my copy of HL
ohhhh, will you release the models ready for game too?
please
[/ QUOTE ]
If you released the exported models in the SDK so all we had to do was convert our textures over to the HL1 format to get these in game that would be freakin' AWESOME.
When these are finished, release them to the public. You cannot keep good models to yourself unless they are supermodels... but thats a different story.
I´ve just finished the mapping of the body and first characters head.I´ll slap a fast diffuse on it and try to get it into the game to see how the mesh acts with hl´s animations.
@ghostscape
Sure, no problem.
All you need to do is save your texture in source´s vtf format and place them in the materials folder.
There´s a photoshop plugin on the internets.
gee i wish my sdks had such attention again (not since 2002) but let's not boohooderail a good thread
any plans on sticking these guys in stock half-life? The poly count is just right and the textures aren't a split up mess. Perhaps it'll be faster on slower comps with this model than the original with much less drawing calls for the split-up surfaces (valve are quite messy)
Probably due to the camera angle...I didn´t change anything on the models except the scale and the pose of the arms.
Textures are heavily photosourced, but I did a lot of repainting and stuff.
The folds I painted in the suit are nearly invisible because the camo overlay was quite dark, I´ll probably revisit that.
Replies
other than that i'm digging the poly flow. crotch could cause problems, though, perhaps?
*cough* SDK *cough*
You be the SDK King!
-caseyjones
heh, this is what i mean;
http://www.globalsecurity.org/military/library/policy/army/fm/7-21-13/Image3897.gif
and
http://tietokannat.mil.fi/maavoimat_kuvapankki/include/thumbnail2.php?id=105&width=640
SDKSDK?
ESS DEE KAY!
It's looking great as per usual. I would consider adding some more sides to the 4-sided limbs just to get a little more rounded forms, because it's really old-school, borderline outdated, with the amount you have. Why not take the polycount up a bit, so that you can see it's updated versions of the old models? The engine can handle it. I agree on the crotch being a difficult spot, since I've done HL model adaptations myself and not having the option the weight you verts can lead to serious deformation.
Keep going
I tweaked the mesh a bit, scaled the head, rotated and tilted the beret, redid the shoes and added some polys to round out some parts.
With Gordon always hearing the messages of the enemy I thought they must´ve had the radio attached directly to their chest.
I´ll release the SDK when I´m done uvmapping.
Thanks for the comments!
Nice job there m8 love the poly flow.
He's releaseing an SDK alert the polycount media~
ohhhh, will you release the models ready for game too?
please
and it looks kinda neat, share sdk
Sweet work and an SDK!!!!! My eyes just teared up... Time to dig out my copy of HL
ohhhh, will you release the models ready for game too?
please
[/ QUOTE ]
If you released the exported models in the SDK so all we had to do was convert our textures over to the HL1 format to get these in game that would be freakin' AWESOME.
keep up
I´ve just finished the mapping of the body and first characters head.I´ll slap a fast diffuse on it and try to get it into the game to see how the mesh acts with hl´s animations.
@ghostscape
Sure, no problem.
All you need to do is save your texture in source´s vtf format and place them in the materials folder.
There´s a photoshop plugin on the internets.
None of my usual tools work right now...tried it with studiomdl but it just compiles half of the model and stops.
I´m pretty much done tho.
Should I just release the SDK or do you guys want me to try putting together a working mdl for use in HL:source?
Do the SDK first then do the model ingame after
http://rapidshare.com/files/33535865/hecu.rar.html
a lot of stretches, but you can work with it.
http://rapidshare.com/files/33572314/soldier.rar.html
in archive only obj, texture on such uv is deal for real guys.
enjoy
Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine.
any plans on sticking these guys in stock half-life? The poly count is just right and the textures aren't a split up mess. Perhaps it'll be faster on slower comps with this model than the original with much less drawing calls for the split-up surfaces (valve are quite messy)
Not final, still gotta skin the other three heads and import ´em into the game.
Also need to rerig some things.
Textures are heavily photosourced, but I did a lot of repainting and stuff.
The folds I painted in the suit are nearly invisible because the camo overlay was quite dark, I´ll probably revisit that.
-caseyjones