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Amd1003 -- Builder Priest Model


Springheel

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oDDity has been assigned the Builder Priest model, and this is the thread for him to post any work or comments regarding it. I know it's not exactly priority stuff, but if oDDity can do these as quickly as he says he can, then it won't matter. :)

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Pretty damn impressive, oDDity...damn impressive indeed. That'll go up on the website immediately after I get home.

 

I do have a couple suggestions... I like the ornamentation that you have added, especially the cog design on the belt and hammer. I would still add the metal squares to the 'scarf' (or whatever that would be called). My thought was that each one could show little embossed pictures from Builder myths (although this can be done using textures). I also think that a closed-toe boot might be better for someone who carries around a big hammer. :)

 

The expression is damn cool. I don't know what to gush over more, the quality or the speed. :blink:

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What did we and Blackcat do to deserve you? And why aren't you making a million dollars a day with talent like that? ;)

 

Good...no, great...no, fantastic...no, supercalifragilisticexpealadocious work, Oddity. That's...that's all I can say.

 

Edit: You know what's really scary? That only took him like 4 days to do...

Edited by Renzatic
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That face is AWESOME. AWESOME. It has so much character, and is a really cool blend of realism and carachature (sp). By carachature, however you spell it, I mean how you exaggerate features, in an almost cartoonlike way.

That is the style of the original Thief games, if you look at the movie artwork.

This is awesome.

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Please guys, stop with the praise already or I be unable to squeeze my swollen head though the door of the computer room, and you won't see any more work B)

Having said that, this is the best model I've ever made (which isn't saying much since I've only made about 12) but I suppose I have Springheel to thank for the inspiring concept art..

I think the key to success on projects such as these is enthusiasm and a desire to learn new things and improve on whxt you previously thought you were capable of.

Springheel - yes, it was a toss up between expensive satin shoes or sandals, but I can't see him wearing big armoured boots.

 

This all looks fine and dandy as a static model, but I can see problems with animatng it. All that cloth around the arms and legs makes it very difficult. The animations would have to be very stilted. Unless it's possible to animate it in a 3d app with real cloth dynamics and then export it to the doom engine complete wth the new animatons. I dn't know yet if doom will only recognise vertices that have been animated by bones.

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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I'm pretty sure Doom3 is entirely boned animation, no static mesh animation, since frame-by-frame animation has a ridiculous memory overhead for models of any reasonable size. I'd say tighten up the cloth a little bit if you can, or give it a bit more of a stiff appearance so that it won't ridiculous if it doesn't flap with the breeze. The shoulder pads look a little off to me - overly lumpy and shapeless. (The head, on the other hand, looks a little perfect.) I'm ambivalent about the shoes, personally, so whatever you want is cool with me. Seems a shame to lose such gorgeous toes, but it's all good. :)

 

Have you played Deus Ex 2 or Thief 3? If so, you've seen what I mean with the cloth - characters with "flowy robes" tend to have them appear to be tied to their legs/torsos, so they just deform like the rest of the body. It's a little annoying, but personally, I think it's a minor issue.

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HEh, Garrett'll have to problem spotting that guy in the dark)

If you really want to texture it, I'll send you the model.

 

As for the animation, yes, Doom only supports verts that have been moved by bones , so we'll just have to add extra bones on a per character basis depending on where they need them. I won't be actually animating a cloth simulation, just basically moving it out of the way at key frames to stop it cutting through the mesh.

This means that we'll have to use max for the animations, since we can have a base animation for all the humanoid characters, save it out as a .bip and .fig file, and then use that as template and add in the extra bones per character as needed. That way we won't need a completely separate rig and anims for each character.

 

Here's some wires as requested my DeepOmega. I wouldn't pay too much note of the shape of the mesh in that pose, since I basically twisted the polys around manually to strike that pose, not paying to much attention to anything that was out of shot.

post-5-1098265555.jpg

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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