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Nosslak

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Posts posted by Nosslak

  1. There are a few things that look odd to me:

     

    1: fat feet, they have no real shape, just blobby

    Yeah, I know. When I posted the first render I said that I was going to fix it and I still intend to.

     

    2:rib under chest to low, pecs too high

    3:crotch, seems to come across from hip bones, that should all sink in.

    4:clavicle is missing, that should be a strong feature

    5:tiny knee bones

    Fixed, fixed, fixed and fixed!

     

    New render for y'all:

    Zombiehigh3-1.png

  2. The IK is built in. Mainly just for the legs so they always hit the ground.

     

    And that is just signified by 'knee bones'. Basically you need an extra bone on the outside of the knees joint. Really doesn't matter where, just so it's origin is on the side of the joint that bends outwards. (so in front of the knee) That tells the ik that it's the outside of that joint. (might need one for hip and ankle too, on my lantern bot I only used a knee, the rats don't have them at all)

     

    You can make a mesh and animate it, put it in game and watch the anims. My gargoyle is in this condition. He'll fly around properly and play the anims, but if he touches you CRASH! (of course he isn't an ai so he doesn't see, attack, etc..)

    Also, his feet will clip through the ground because he doesn't have an af (which controls the ik, so instead of feet going through ground knees would bend more).

    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?

     

    To add further to the irritation of this task, the various "sleeping" animations would have to be recreated at precisely the same height as the current ones, so that after switching to the new zombies they aren't clipping into things in maps.

    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:

    Zombiehigh2-1.png

    It looks a lot better but I'll need to keep working on the crotch.

  3. Yes, we would need a new rig and replacements for all the D3 animations that are used in any map. The joints will have to have the same names as the current ones for attachment purposes. It will need a new AF as well. It's a lot of work, but without those, any map using zombies or skeletons would crash.

    Alright, what's an AF?

  4. If the goal is to replace the existing zombie, then it needs to be almost exactly like the existing zombie, complete with the same basic skins (a dead corpse, a bloody version, and the necromantic symbol version).

     

    If it's meant to be an alternate version, then the sky is the limit.

     

    I favour the Walking Dead faces:

     

    Zombie-2-350.jpg1.jpg

    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.

     

    the 3/4 view makes it pretty hard to judge whether or not it is anatomically correct for sure.

     

    The skull on yours seems a bit off, but maybe you can just tweak it a bit with some refs and get it closer. Would be cool to have a skeleton too, so if you just tweak that and get it pretty close, then build a zombie mesh based on it they'd both be easy to fit to the same rig and all.

    Here's an orthographic front image of it:

    Skeleton2.png

    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.

     

    Yes, that's how the current D3 zombie works. Both the skeleton and zombie meshes use the same rig and just swap nodraw skins

    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. The anatomy looks a bit off now. I'd suggest just trying to find some anatomy drawings of humans and go off of those...

    I did base the body on another image that I thought were anatomically correct, but maybe it wasn't after all.

     

    Or find pics of a skeleton, and just use that. Seems to me you are somewhere in between trying to make a human and emancipating it. A skeleton would give you a really solid shape to just 'skin'. It'll show correct proportions, where all the bumps need to be, etc...

    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:

    Skeleton1.png

    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).

    The current zombie with the rotten skin works very well in my opinion and should probably be studied.

    Alright, I'll try to make it a bit more similar to that.

     

    I agree with Baddcog concerning using an accurate human body as a base for your model (thats not to diminish your current work which is looking quite good so far, specially the head). Im sure there are dozens of free human models around for you to work upon, wouldnt that be easier?

    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.

     

    As far as the actual zombie, Im not really up to date with modern game zombies, so wouldnt know about references, but you could probably make a choice between two types - a somewhat intact zombie like you see already in the mod or in most movies (walking dead series, 28 days later, etc), like this:

     

    Or a really decomposed one, getting pretty close to being a skeleton:

    I think I'll go for a bit more of an intact zombie then.

     

    So far it resembles a lot a mannequin or a crash-test dummy, but realize it is very WIP.

     

    Those skeleton/muscle scetches BC showed would probably be a step to the correct direction. How to add wounds and damage to that is beyond me and I'm afraid of doing google image search on those.. I imagine it is difficult to get the style we have in TDM from a cartoony scetch.

     

    What kind of face the zombie should have? RPGista's suggestion looks a bit polished, vampire type. Here is one a bit more decomposed face: Harold. It is a bit along the one in the scetch.

    HubHarold.png

    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:

    Zombiehigh1-1.png

    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:

    ZombieConcept2.jpg

    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. I'd still go with cheaper stuff, cpu is fine - however since you work with asset creation and such, 4gb is going to be a pain after a while.

    As long as he doesn't make any highpolys or sculpts (and it doesn't look like he does) 4gb should be fine.

  8. Imagine. You start the game, select a difficulty and in you go. No intro cinematic or anything- you just hop right in and start blasting guys left and right.

    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.

  9. Ohh I never played this, how does it comepared to metro and stalker etc..? I assume its an oldish game so will be cheap enough etc..

    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.

  10. Still, that render looks like a cheap render solution and that model will look much better in Doom3. But I can basically see how that mesh is triangulated and without adding more cuts it probably won't get better in the renderer you are using.

    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.

  11. Cool inventions! You should call name the thread PranQsters Qrazy Qontraptions instead though.

     

     

    shot00164.png

    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.

  12. I've never heard anything about a gloss map, but Serp was saying he might be able to change the spec intensity which would be a great improvement. Polished metals need a sharp falloff, things like silk need a broad falloff. Of course that's best for a material by material setting. An object that has different materials on one texture (wood barrel metal rings) wouldn't work as well. (but since wood has very low spec then the sharper highlight on a per object basis might not even show on the wood, but the metal would glint better.

    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).

     

    Not sure how the darker diffuse/spec thing would look in game. Would like to see it, but I imagine in a game that is fairly dark to begin with having darker diffuse will just make stuff harder to see. And Doom3 looks plasticy because of overdone specular maps. So I'm sceptical but will wait to make final judgement ;)

    I have a feeling that marmoset rendering is probably better than Dooom3's though.

    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.

     

    We don't have anyone who could (or does) work on this, even if somebody else implemented it in D3, we'd need someone to merge their work in TDM. I wouldn't bet on it, even tho these things would all be very nice.

    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?

  13. 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.

  14. 1: The spec map almost has to be black to have a 'sane' amount of specular.

    So I've done some work that hasn't been implemented mod wide yet on metals, basically adding their color (pink for copper, yellow for gold) to spec maps. For it to look good the yellow is almost dark brown.

    It takes a lot of time to tweak it just right. I noticed yesterday as I was playing and saw a gold skull and it looked polished to the point of loot glow (must've been where I left off as I just dug the files out again), and we don't want that.

    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.

     

    4:We've been through the ambient bake thing quite a few times. A lot of stuff was made before anyone knew what AO was. It was just starting to be used around the time the mod started. So that would mean going back and doing tons of work. Then I started using existing shaders as much as possible on as many objects as possible to save space and tex loading in game. Most of this stuff wasn't UV'ed for AO, so tons of that would need done and baking.making a lot of object specific textures...bleh

    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?

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