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Hammer Guard Wip


oDDity

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That's basic policy now for ALL work. Once it is in a completed state, it should be sent to the ftp site. For character models, we certainly don't need them to be animated before they are stored. :)

Now we have to define what is to be considered "complete". :)

 

I would say. If it is in a state that it becomes usefull and where it makes sense that others might take over. if only a few polygons exists there is no point in uploading, but i.E. Alans noble man and oDDities priest as well as these robots are already in a state where they should be uploaded.

Gerhard

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One other thing about the Builder models, oDDity. One visual 'theme' applied to that group is the widow's peak on their helmets (which I'm pretty sure comes from T1/2). Would it be possible to make his a little more prominent, more like what you did for the priest?

 

Spar: I don't think they should be uploaded before they are done being modelled, but they can be uploaded after that without worrying about being 'in-game' ready.

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  • 2 weeks later...

First shot of him in game. Just started texturing, and I haven't got his beard or buckle on yet becasue I haven't worked out how to do alpha transparency in Doom (it's not a matter of just putting an alpha channel in the diffuse image)

It looks really cool in-game with th specularity and normal maps, you can't really see it in a still ;)

Still I thought I'd post it up just to let you know I'm not slacking.

post-5-1103755650.jpg

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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yeah - great work oDDity ! :)

 

 

here's the shader for transparent-textures:

models/props/furniture/table/desk1
{
noSelfShadow

   bumpmap    models/props/furniture/table/desk1_local.tga
   specularmap models/props/furniture/table/desk1_s.tga
{
blend diffuseMap
map models/props/furniture/table/desk1_d.tga
alphaTest 0.5
}

}

Edited by BlackThief
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Cool, I try that BT.

I was just thinking about lip syncing - are we going to hve it. It's a complete and total pain in the ass tryng to do it with bone animation, and it always looks like shit. With vertex animation it's no problem at all, but of course, Doom only understands bone deformations.

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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dear oDDity,

 

I ll be HONEST with you...

 

GODDAMN it! AGAIN AND AGAIN AND AGAIN it looks so COOL.. Simply amazing how did you handle all of this tweaking task...? It s amazing......I should be working on something else..BUT you are keeping me LOOK at your MODELS! it s enough..!!

It s a crime...It s heretical! Goddamn it...!!!

 

BEST

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About the lip-synching...if it's a pain in the ass, then I don't really see the need for it. You are rarely standing face to face with an AI who is talking anyway.

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Cool, I try that BT.

I was just thinking about lip syncing - are we going to hve it. It's a complete and total pain in the ass tryng to do it with bone animation, and it always looks like shit. With vertex animation it's no problem at all, but of course, Doom only understands bone deformations.

How did they pull it off in doom 3 then?

http://www.thirdfilms. com

A Thief's Path trailer is now on Youtube!

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How did they pull it off in doom 3 then?

Dunno, there's a slight chance that they paid professional animators to work on it full time for a few weeks or months.

It's no that it's hard, it's just a long arduous process which would bore me shitless, and can never look as good as vertex animation anyway.

You have to set a few dozen bones up in the head to animate the jaw and lips and face muscles. You basically animate each of the phonemes (ooh. ahhh, she, etc) You need about a dozen of them, and they'd have to be animated (or at least significantly tweaked) individually for each charcater.

I suppose we could set up a few basic ones,. so the mouth at least moves somewhat when speaking.

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 suppose we could set up a few basic ones,. so the mouth at least moves somewhat when speaking.

 

That would be my preference. Nothing fancy, but just have the mouth be moving somewhat.

 

We are going to need to start thinking about animations soon. We've done very little thinking about that so far.

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Don't worry, I'll soon be doing it, not just thinking. I don't think it's going to be much of a problem. THey'll be better than the T3 anims anyway ;)

I'm still tweaking and twiddling at the textures. I'm not used to working with normal, specular AND diffuse maps, and tryign to try them in altogether so they compliment each other is not as easy as it sounds (especially not on a charcater)

Deep Omega and I will have to have a chat about animations. HE says it's more his area. I am going to be using Maya and Motionbuilder, so we can store the animation in fbx files ad reuse them for other charcaters without much hassle.

This requires a particular rig setup for the purpose, and it woul dbe best if we all used the same rig for the humanid charcaters.

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 also use motion builder so storing in the fbx format is a good idea.. we can exchange files easily and chop and change the animations to fit different characters.. I have a pretty large collection of motion capture data with my version of MB and that can sometimes be useful for starting animation sequences. If anybody wants any of that stuff I could upload some ..well after Christmas ..i am going away tomorrow so will get back to work in the new year.

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