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Vladimir - Application - Modeling + Animating [closed]


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Received this application the other day.

 

i never animated for doom 3 engine.

but im sure its same as other engines. [hl2 engine for instance.]

just tell me what is required.

i have only a few animations i can show, all my stuff are still in school.

[i just graduated]

http://video.google.com/videoplay?docid=-8960934320448400538

http://video.google.com/videoplay?docid=7005665955342967394

http://video.google.com/videoplay?docid=34...99768&hl=en

http://www.flickr.com/photos/vladimir_/255...57594290596887/

 

more modeling and texturing here

 

http://www.flickr.com/photos/vladimir_/

 

thanks

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cool.

 

i have some freetime now.

 

to animate or model etc.

i use maya+xsi

just let me know what format to export animations as or models. [i dont own doom 3 editor or anything. never used it before. i used other engine; torque and hl2

... and thats how i saved Christmas. true story.

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Here's some links to the wiki:

http://www.thirdfilms.com/darkwiki/index.p...Anims_into_Doom

http://www.thirdfilms.com/darkwiki/index.p...ating_AI_Meshes

 

I'm liking your work B) Just one question though on the texturing:

What do your uvw maps look like? One of our previous modeler's maps were atrocious which makes texture/skinning editing a little more difficult :wacko:

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The video links aren't working for me at work, so I'll check them when I get home. The models look impressive, however.

 

We have plenty of animations that need to be created, and some AI to be modelled as well. Did you want to do animating only, or would you like to create some AI characters as well?

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We're just finishing up a revision of our AI rigging. All our AI are designed to use the same skeleton and share animations whenever possible.

 

One AI character that still needs to be modelled is the nobleman.

 

concept%20nobleman.jpg

 

 

Keep in mind that we're using head-swapping (the head and body are separate models), so there should be some kind of detail around the neck that hides the place where the neck is attached (the collar, in this case).

 

We have a system that allows us to easily attach static meshes to AI, so accessories like bracelets, pouches, hats, etc, should be made as separate models rather than part of the AI mesh.

 

In terms of size, the characters should be the same size as the D3 characters... The hazmat guy should be about the right size if you want something to compare to.

 

Our characters are using 'mitten hands' to cut down on polys:

http://208.49.149.118/TheDarkMod/models/In...ls/npchands.zip

3ds max, maya, & lwo files, & textures of the mitten hands.

 

The are multiple pictures of our AI on our website that you can use as a visual reference....Domarius, do you have an updated reference model somewhere?

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yea ref images would be nice.

and a poly budget too.

what are the general poly counts per character [+ or - accessories ]

time frame for the models to be done.

thanks

this seems like a good team. hope to contribute as much as i can.

... and thats how i saved Christmas. true story.

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yea ref images would be nice.

 

Hopefully Domarius has those...I'm pretty sure he updated our old ones but I'm not sure where they were put.

 

This may or may not be helpful, but here's the noblewoman model:

 

modelnoblewoman.jpg

 

As for polycounts, the higher the better for the highpoly version. You then use that to make a normalmap, which is applied to the low-poly version to simulate the detail. I think we're aiming for around 5000 or less for the low-poly version (including the head), though Ascottk would know better than I.

 

We're also planning on making a much simpler version of the model for shadow-casting purposes, since complicated shadows aren't really necessary and eat up a lot of framerate. We haven't done that yet, but it might be easier to create such a model at the same time as the low-poly one, I don't know.

 

As far as a time-frame goes, that depends on what kind of time you have. We currently have about six AI models completed and in-game, and another eight or nine that are in various stages of development. We hope to have about twenty by the time we're ready to release (within two years).

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good looking model.

5k is very reasonable numbers.

 

i think i can take charge of 3-4 fully modeled characters, normal mapped etc.

someone else can texture or i can texture if needed.

then maybe animate

 

i can start as soon as i get some refs and character descriptions to work with.

 

my msn is vladimirjp@programmer.net for ppl who are in the art dept and who might know more details about art assets.

 

thanks.

... and thats how i saved Christmas. true story.

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Well, the concept drawing is further up the page. That's all there is in terms of reference material for that particular character. Domarius has a male template model somewhere, however.

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k. ill get started with that.

also it looks like she has 5 fingers instead of mitten hand.

the post with the concept said they used mitten hands, no?

also does the doom engine handle normal maps for UVs that are overlapping?

... and thats how i saved Christmas. true story.

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Oddity posted somewhere that those templates were out of date. I can't recall which model he said was the most current though...one of the guard models. I think there is an lwo of it somewhere.

 

Yes, I'm pretty sure Domarius updated the templates for Squawks. I'm just not sure where they are.

 

I'm pretty sure there is a version of the nobleman somewhere, it just wasn't very good. If you think it would save you time to just tweak it, I can find it for you.

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also does the doom engine handle normal maps for UVs that are overlapping?

For the time of baking the normal maps you want to keep your UV unique. It won't crash or anything but might give unwanted results. But after that you can modify UV of low poly model to reuse some parts of texture.

I hope that's what you were asking about...

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Yes, I'm pretty sure Domarius updated the templates for Squawks. I'm just not sure where they are.

 

I'm pretty sure there is a version of the nobleman somewhere, it just wasn't very good. If you think it would save you time to just tweak it, I can find it for you.

ok. if you can find it that would save a lot of time. i can get started today even.

 

--------------

 

yes PinkDot, thats exactly what i meant. thanks. ill just make Unique UVs for now.

... and thats how i saved Christmas. true story.

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