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vladimage

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Everything posted by vladimage

  1. hello guys. i will make all corrections you outlined. all the modeling will be done by saturday. and i can pass it to respective person. then move to next model/animation
  2. ----- here is some screen cap of the model, ill post some when i make some normal map of the clothing. 2k head 2.5k body/hat the topology is good for joint based rigs. i think it will give nice result of skin simulation.
  3. the modeling is done. i havent had time to get online much due to work. i normal mapped the head, im not sure if u'll use it. i can normal map the clothes too.
  4. how do you guys generate your normal maps? people who do the modeling work
  5. cool. ill post some progress later tonight on the face.
  6. do you guys have refs for the hair? what style it is, im not so sure of that.
  7. ok. did he have a texture library he uses, or he just used anything.
  8. so the textures need to be hand painted or using photo references?
  9. yup. i saw the joint set up. he had mout set up too. so that means he will be talking. i already modeled the cage of the head, i just need to confirm that im giving him 2 strips of teeth [top bottom row] before i start sculpting the hig rez mesh for the normal map.
  10. ok. i see how you rig it. you must be following D3 specific procedures for doing it this way? the head and body and hat need to be separate objects. so its safe to say ill out the head on a separate uvw map, the body on a map, and hat on their respective map.
  11. why do i always see google.com in the current members list? or am i the only one who sees it and google's been monitoring my online activities
  12. ok. i got the mesh. ill completely rebuild the mesh from scratch, using this model as a ref thats all, this one is not very optimized. so i want to model him completely without having to log back in here, and do this back and forth. i also think mitten hands wont cut back on the poly count much. this guy has 5 fingers and less than 5500 tris. its at 5489 tri with no hat model. im going to budget for 5500 i can go less. but ill leave some head room [so 5 fingers plus hat at 5500 tris. ] will he be talking? will he need seperate eyeballs [he doesnt have any right now. thanks.
  13. will there be dialog for this guy? does he need to open his mouth?
  14. 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.
  15. ok. ill start from scratch. and post some updates soon.
  16. it was already modeled ans skinned? was it poorly modeled? maybe send me that mesh and i'll tweak it and make a highrez version and extract a normal map.
  17. 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?
  18. 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.
  19. 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.
  20. im comfortable with either for now. maybe later on, ill want to be doing something specific. probably animating.
  21. i know what you mean. bad UVs are a nightmare. heres a UV map im working with atm
  22. 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
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