Doom 3 character model tutorials Im looking to sub contract some work for U3 for character models, as the process may have some similarity to the process of the current Doom 3 model creation id like to look at the method of Doom 3 character generation as a guide to the process in next generation technology for unreal…
Yeah ,I've found it - here's the Vahl's tutorial How to create and set up a doom 3 Replacement player model http://wip.global-illusions.com/d3tut/quick%20Tutorial%20-%20Doom3_PPM.htm
Mr. Vahl has already exported some character into Doom 3 - just have look at his website,that can bring to You some ideas about the character's mesh and skins for Doom 3 or Quake 4 - http://www.global-illusions.com/ga_c_spaceman.htm He's wrotten some tutorial how to export into Doom 3 , but I can not find it , sorry.…
It really depends on the individual's workflow. The way I (and a lot of other people I think) would do it is: Make high poly model first. Make low poly model around the shape of high-poly. Then you can render down whatever maps you want from the high poly to the low poly, usually it's just a normal map but technically you…
thanks for the links guys that really helped me a lot to understand the new techniques with the new engines so clarifying, for a character its a low poly model then a high poly model for the normal map then you need a specular map and a colour map. one last thing do you uv map the low poly model or just the high poly model…
Obviously noone's making anything for Doom 3 (outside of mods maybe) because there's no support for it. Perhaps people will start to work on Quake 4 but that'll probably still take time to get started. I'd join in if I came across a copy of Quake 4 sold for a tenner or so but the game's just too pricey for yet another…
Is anyone making high poly normal mapped Doom 3 or Quake 4 models, Im looking to find some people for paid freelance work but I cant find 'game' artists that are doing high poly normal maps stuff, the only 2 ive seen from the game community is Pior and Vahl, planetdoom and planetquake have nothing about new player models,…
I thought Nodraw was a shader parameter, applied to entire elements - so each part that you wanted to hide/show separately would have to have a different shader? I guess you could apply a Nodraw shader to a single polygon if you wanted ... but it'd have to have a different material than the surrounding polys. Probably…
ahh, now i see, interesting stuff. looking at unreal engine 3 i see it has an option like what you outlined- Ability to add game-specific notifications at specific points in the animation. Tool for graphically placing Sockets on bones to be used for attaching objects to the skeleton in the game, complete with preview.…
This is usually done by having the armor be different entities from the character, then the armor can be swapped in/out dynamically. The character has "bind points," usually bones, sometimes specific triangles, where the armor can be attached. Then the armor follows wherever the character goes, inheriting its transforms…