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ascottk

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Everything posted by ascottk

  1. oDDity must've moved his video tutorial so I put the copy I had on ftp: http://208.49.149.118/TheDarkMod/Tutorials/MB_tut_01.avi & I updated the wiki to reflect that: http://www.thirdfilms.com/darkwiki/index.p...uilder_tutorial
  2. It's actually Diego's creation but I brought him into this world, I can take him out A broad head or a fire arrow would do the trick
  3. I've been using firefox 2 & I've been noticing this problem recently too. I thought it was just me because my Kensington mouse died so I put in my older MS Intellimouse optical while still using the Kensington MouseWorks software. Now I know it isn't just me
  4. He's on svn now. I put him under models/md5/chars/townsfolk/townsfolk_thug. He'll need more texture work but I think I'll take a break from him before I get so sick & tired of him, I'll wish he was never brought to life
  5. Behold! I bring you life, cretin!
  6. Look for the word "shader" in the md5mesh. In fact I'll do it for you It's your proguard skin: shader "models/md5/chars/guards/proguard/old_cloth"
  7. He's in the game (not on svn yet): He needs some texture work as well as a normal map.
  8. Those are not the eyes I put on them & if you ever got a hand on any low poly model you'll realize that all of them are simplistic. They need to be if you want a real time model with good performance. oDDity's models are bits & pieces that are combined to make a whole and that's part of the reason why they look good. There was no way to do that with the belcher. Here's an environment shot I did of the belcher (click for a hi-res shot): Granted I did some gimp work to blur out the distracting details of the background leaves & the eyes have a little too much specular. & honestly I do not like the screenshot of the belchers on the website because it seems too simplified. I'll probably do another environment shot that'll put the belchers in a better light. We use Maya to rig the characters but there's exporters for Blender & 3ds Max. Here's a list of importers/exporters on Doom3World forums: http://www.doom3world.org/phpbb2/viewtopic.php?t=5474 & a list of tutorials: http://www.doom3world.org/phpbb2/viewtopic.php?t=11896
  9. I just put up a wiki document for advanced Maya character rigging if anyone's interested (hint hint, need more riggers . . . ) http://www.thirdfilms.com/darkwiki/index.p...aracter_rigging
  10. It's a three part tutorial covering stuff I wished I had known when I started: http://www.thirdfilms.com/darkwiki/index.p...aracter_rigging It covers the basics as well as refining a rigged model. There's some tips & tricks I use when I'm working on a Dark Mod animated character. Which reminds me I should include a section on the export section in a def file . . . maybe later in the week :yawn: Oh yeah, there's a trick to add new meshes after the fact & pointing your Maya materials to the mod textures. Just so I don't forget to add that stuff.
  11. Thanks It's only one screenshot & they rarely do them justice They look a lot better ingame.
  12. I decided to test facegen vs. makehuman. Here's where I got the source photo of Andrea: http://www.3d.sk/?id=15 *Warning - nude picture of obese lady on here Here's a comparison shot: Here's the resulting wireframes from both programs: Needless to say, I just let facegen do its thing while I manually did everything with makehuman. The nice thing about facegen is that its automatic, but there's a hefty license to distribute the models generated with that program. Makehuman is open source & I came pretty close to matching Andrea's face. The wireframes show that the makehuman model is higher poly (I didn't do a count because makehuman's body would be added to the head since I didn't delete that part of the mesh). There's also the eyes, tongue, teeth, eyelashes, etc. in the makehuman model. With additional sculpting & texture work I could probably get the makehuman model closer to Andrea's photo. EDIT: Here's a pagan male I put together (render shot from makehuman):
  13. I just ran across this software & I think it's looking good so far. You can create really strange stuff with this: Some things that bug me though: You click & drag right to apply a morph but the icons for that morph are at the edge of the right screen (no room to drag ) No file open/save dialog No zoom (actually it's numberpad + - ) No preferences Rendering doesn't work *you need the Aqsis renderer. No materials The same UV map no matter how distorted you make it. So that thing I made will have distortions in the textures. Maybe we could make our crayman/bugbeast with this oDD's criticism (which was from January 2006) was modeling the clothes and armor. This does clothing morphs but it doesn't use separate clothing like poser does. It alters the mesh itself. *EDIT: It fantasy morphs, not clothing On the positive side: It's open source & free! It's highly versatile It's easy to use Wiki & a quickstart guide: http://makewiki.aleppax.it/pmwiki/pmwiki.php/Main/HomePage
  14. Browsing through my hd, I ran into an old friend of ours & I decided to work on him: I put him into a t-pose, tried out Deep Paint 3D (PM me with request ftp? ) on him. Fixed some UVs but there's still some distortion especially after putting him into a t-pose. The textures are still rough so I might slap on some photo sources on him.
  15. Those are the thief's: models/md5/chars/thief/thief { surftype15 description "cloth" noShadows diffusemap models/md5/chars/thief/thief_d.tga specularmap models/md5/chars/thief/thief_s.tga bumpmap models/md5/chars/thief/thief1_local.tga { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/md5/chars/thief/thief_d.tga rgb 0.15 * parm11 } }
  16. Pagan female: http://forums.thedarkmod.com/index.php?showtopic=5621 Townsfolk Male1 (needs head, inventor engineer is temporary): http://forums.thedarkmod.com/index.php?showtopic=5635 Diego's thug in progress: http://forums.thedarkmod.com/index.php?showtopic=5146 AI Mix & Match: http://forums.thedarkmod.com/index.php?showtopic=5628 Model svn repository: http://forums.thedarkmod.com/index.php?showtopic=5623 AF fixes: http://forums.thedarkmod.com/index.php?showtopic=5529 Rigging tutorial: http://www.thirdfilms.com/darkwiki/index.p...aracter_rigging
  17. Environment shot (click for larger size):
  18. I probably tried something or other with normals but the 'set to face' turned off the smoothing permanently for the mesh for one attempt I made a while back. I'll keep that in mind & thanks for the feedback That texture will probably be in progress for a while, but our second female is ingame She's on svn now. There's some rigging issues & the skin applied to the main body doesn't apply to the head: //++++++++++++++++++++++++++++++++++++++++ ++++++++ // Pagan Female skins //++++++++++++++++++++++++++++++++++++++++ +++++++ skin characters/pagan_female/cloth_natural { model models/md5/chars/pagans/pagan_female/pagan_female_mesh.md5mesh model models/md5/chars/pagans/pagan_female/pagan_female_head.md5mesh models/md5/chars/pagans/pagan_female/pagan_female models/md5/chars/pagans/pagan_female/pagan_female_bare } skin characters/pagan_female/nocloth_natural { model models/md5/chars/pagans/pagan_female/pagan_female_mesh.md5mesh model models/md5/chars/pagans/pagan_female/pagan_female_head.md5mesh models/md5/chars/pagans/pagan_female/pagan_female models/md5/chars/pagans/pagan_female/pagan_female_bare models/md5/chars/pagans/pagan_female/pagan_female_cloth textures/common/nodraw } skin characters/pagan_female/nocloth_tatoo { model models/md5/chars/pagans/pagan_female/pagan_female_mesh.md5mesh models/md5/chars/pagans/pagan_female/pagan_female_cloth textures/common/nodraw } So she always has a tattooed head (oops, I misspelled tattoo in the skin decl ). Is there a way to include the skin for a def_head? EDIT: For some reason her breasts became lopsided when I was rigging her EDIT2: Her head's too big . . .
  19. I forgot we had pagan decals & here's the back: I resolved that stupid shadowing. I exported the dress as an *.obj, deleted the original in maya, then imported the obj back into maya.
  20. Update: New dress based on the proguard torso (I have no idea why maya occasionally has these god awful shadows ) The normals have been added to the render. But she needs some ornamentation (jewelery, shells, etc.)
  21. Okay, the source maya binaries of the AI parts are in the model_src repository. Should I be worried I mentioned anything?
  22. Fixed most of the issues: Shortened the top of the torso, lengthened the lower torso, & moved the belt up.
  23. He began as a proof of concept in this thread (I'd like to leave that thread open for AI mixing & matching in general): http://forums.thedarkmod.com/index.php?showtopic=5628 & now he's a reality (well . . . virtual reality that is): There's the usual rigging issues: shoulders too wide, the arm mesh is clipping. The textures are borrowed from other AI at the moment & there's no custom head so I'm using the engineer's. Looking at the screenshot, it looks like the torso's too long & skinny But that might be due to perspective & the illusion brought on by the lower half of the tunic. I'd have to take a look at that.
  24. Nope. They have to rigged like any other AI. Yep. Any size we want. Doing this in-game would be tricky . . . although I think animations can have scaled joints . . . That'd be one helluva rig, Transformer style, morphing between one character to another in real time. Rotate & translate joints to flip a mesh around to reveal the hidden side of it
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