good question cheap. Anyways, i saw what pior is doing with his patriot, and i felt the need to blow the dust off this lady. Started the head normalmap and diffuse.
what use what that be in q4? a texture with that much lighting would look horrible. You would have to completely redo the mesh with a highres for normal, diffuse and spec for it to look any good and be worth doing.
Also, EQ, you don't *have* to use normal/spec in Q4... just use a nicely-painted diffuse texture and crank the ambient on the material a little. Should look fine (although obviously won't react with the environment in the same level of detail as existing player models, in the default maps anyway).
The available rigs in Q4 that you can use suck Well at least for a character that isn't short and stubby I think that I am pretty much done. I still want to play around with the heightmap and diffuse for the face and I see if I can rip some sound from the Appleseed DVD. Here are 2 more pics...…
I downloaded the model to test, but I've hardly touched Q4 for modelling or viewing player models. In fact I haven't opened the game since I installed the 1.1 patch. I tried loading the Ryoka model into modview but it doesn't work. It's fine in the multiplayer selection screen (although looks really weird, big seam down…
The diffuse isn't the problem, compare the Ryoka model with the Ryoka renormalized model. The latter is with smoothnormals applied to the normalmap. I'd like to know if others run into the same problem with their models or if that only happens with mine. For thirdperson viewing I use this in a cfg: bind kp_uparrow…
Me too crylar! Animeboyz: You need to pay closer attention to human anatomy in your drawings. Mind your proportions, right now they are a little wonky. There's not much left of xaero in your concept, but its a cool one! I dont like those things on his back, it just looks like a big target to me. (q4 uses per poly collision…