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Nosslak

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Everything posted by Nosslak

  1. Yeah, I know. When I posted the first render I said that I was going to fix it and I still intend to. Fixed, fixed, fixed and fixed! New render for y'all:
  2. So in other words I can import the animations with IKs and all that just fine, but legs won't follow the ground if I don't make an AF, is that correct? Sounds like I could more or less just trace those animations from the old ones if I have to. So it doesn't sound too bad. I also adjusted the proportions to fit the old zombie better: It looks a lot better but I'll need to keep working on the crotch.
  3. Yeah, that does sound cumbersome. Can I export and play the animations without those joints? Is there anything else I need to know about the animations system (does it support IK, constraints and such)?
  4. It was supposed to replace the current one so I'll just import the current one and see to it that the proportions are the same. Here's an orthographic front image of it: Yeah, I can see some problems too now: - The individual ribs will need to be bigger. - He needs a tailbone. - The heels are lacking. - The jaw needs to be redone. - He might need to be taller. Do we need to make a new rig as well? I want to use him for a small school project which would require me to make my own rig and animations to animate to a game engine so I were going to make those anyway.
  5. I did base the body on another image that I thought were anatomically correct, but maybe it wasn't after all. Yeah, I should probably just try to skin a skeleton model instead as that sounds a bit easier and I already do have an old skeleton model that I think have correct anatomy and such: I'm not entirely sure if the anatomy on him is correct and I made it back when I knew even less about anatomy (I worked off of references though), but it looks right to me (except for the holes in the forehead obvously). Alright, I'll try to make it a bit more similar to that. It would indeed be easier but I would like to further my own skill in modeling characters so I don't really want to do that. I think I'll go for a bit more of an intact zombie then. That's pretty much the kind of face I wanted to make for him, but I'm not sure if I can make such a face without making it obvious that it's repeated throughout a group of zombies.
  6. I've started working on the highpoly version of the new zombie model. Here's how he looks right now: I will obviously make some wounds and such on him (for the face I'll make a skull underneath and just sculpt away the flesh), but I wanted some feedback on his basic shape first. I wanted him to look very starved but I'm not sure if I pulled it off or if he needs to be even thinner. I'm also not satisfied with the feet yet as they feel very flat and boring. What do you think? Here's the concept I got from Julio: I think I'll shorten the pants and have corrected some of the proprtions (dat neck) but otherwise this is basically the design I'm following.
  7. A bit off-topic but I think we need more high-res and white/blue-ish lamp-glass as the ones we have are pretty crappy IMO.
  8. As long as he doesn't make any highpolys or sculpts (and it doesn't look like he does) 4gb should be fine.
  9. Nosslak

    Doom4 Hyrra

    The perfect game for you: Painkiller I think there are cinematics between the levels, but otherwise it is a no-bullshit mindless shooter. There's also Hard Reset, but I haven't played that so don't know if it's any good.
  10. Nosslak

    Doom4 Hyrra

    Make sure to co-op it with someone else too or it won't be fun at all. There's a sequel on the way too.
  11. If you want a really good render that produces great result almost immediately I'd recommend Marmoset, it does cost some money though (50 dollars) I think it's worth it. I've started using Blender solely for modeling and unwrapping and then Marmoset for previewing the textures as it gives me better and (probably) more accurate results than Blender does as it renders everything in real-time.
  12. Yeah, I've got Cobian Backup set to backup all my models, textures and other important stuff twice a week on a secondary HD. Cobian is pretty easy to use and free so I can recommend that.
  13. Cool inventions! You should call name the thread PranQsters Qrazy Qontraptions instead though. Very off-topic but is it not possible to create proper circular models/patches/whatevs in DR? I always find it distracting that carpets and other round models are looking like smoothed boxes. Also that stonetextures normals look wrong to me, it looks like the mortar is raised higher than the stones.
  14. AFAIK the gloss map is often stored in the alpha channel as a b/w map. I haven't used a lot of engines (Marmoset and just barely Doom 3 and UDK) and I know that this is how Marmoset does it and I think I've read that this is how UDK or Cryengine does it too (I might be completely wrong but I think I read about this on Polycount). Blender has support for it as well (don't know if the Blender Game Engine supports it as it is supposedly kinda crap). Yeah, I have no doubt that Marmoset renders better than Doom 3, but it is very quick and easy to set-up and yield great results so that's why I use it. I don't know much about what kind of work any of you programmers do, but isn't this kind of what JC_Denton does?
  15. I've been thinking about switching from Photobucket to something new and minus seems really good but I do miss a few functions from Photobucket: 1. If I click on a field with a link to an image (the "forum code" and "direct link" among others) I want the link to be copied to the clipboard. 2. I'd like an [ IMG ] field too (for jpeg, png and gif images) so that I can just paste in the code on a forum and get the picture to show immediately. If you were to implement those two features you'd get at least one new user.
  16. For my recent pimpings of the spyglass, alembic and the mask textures as well I did it the other way around. I made a pretty dark diffuse and then a very bright specular with a lot of contrast for the specmap. I had read that that was a good idea (on Polycount) so I tried it and the results looked great. I did render them in Marmoset though, where I can also change the strength and intensity of the spec so I might need to adjust them. I'll try to test them in-game either today or tomorrow. What's going on with SSAO? Last time I heard anything about that we needed the source to do that without such a big performance hit (if I recall correctly you needed to render a new depth-buffer, which is expensive). That would solve at least some of these problems without redoing any models. I don't think anyone answered my question: Is it possible to use glossmaps or a single glossvalue somewhat easily?
  17. One of the key things to keep metal from looking like plastic is gloss which controls how strong the falloff of the speularity is. I'm not sure if it's possible to use gloss textures in Doom 3, but if it is it would be easier to make more convincing metal, besides making the specular map the same-ish color as the diffuse.
  18. Sorry about that. Here's another video showing what I'd like to see from the same game:
  19. I think a perma-ban was a little excessive too. IMO a month-long ban or so would've probably gotten him to realize that he'd needs to relax on the trolling and start behaving better.
  20. I concur, it really do look like crap. I think it'd be a lot of work but if possible I'd like to see a spyglass similar to this: http://youtu.be/JjHM1h1MXnI?t=1m27s
  21. You were right, IMO it should've been added to the repository as either a prefab or model. I can see how it would clutter up the list but I think it's still good enough and would save mappers enough time to justify it's inclusion.
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