Skeletal unit resource pool (GPL) - Page 8

Skeletal unit resource pool (GPL)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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LathanStanley
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Post by LathanStanley »

urgh, jobs suck, I'm way behind on everything...

I'll get it in eventually... :roll:

just an update...
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Das Bruce
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Post by Das Bruce »

Most source games are actual games because they've altered the source code. Or would you call prey a doom3 mod?
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rattle
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Post by rattle »

I'd like to call this a model competition, discuss this in the other discussion thread, people. :P
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Keithus
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Post by Keithus »

Deleted post.
Last edited by Keithus on 18 Nov 2006, 05:15, edited 1 time in total.
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KDR_11k
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Post by KDR_11k »

I'm not sure it's a good idea to model everything in one object, after all it has to be split to be usable in Spring.
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aGorm
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Post by aGorm »

He can just break it up for spring later. BTW... I just noticed another game that uses moddels in a spring way ( IE no skelintons)... go play GTA 3 (the original) and WTF, there all done with peices not skelingtons!! Could not belive it! That shows you can do pretty darn good humans with spring stule models after all.

aGorm
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rattle
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Post by rattle »

Anyone familiar with it? Hope it doesn't look too odd.
Image
~1300 tris, preview here (wings/obj) - it's not finished yet, have to do weaponry and accessories. Though way above the limit... like what ever.

edit: Oh yeah, anyone got some advice on how to do arms/hands better? Kinda suck at that.
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Peet
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Post by Peet »

Get rid of the greebles on the thingy beside the chest, on the head, and on the knees and it'll probly be under the limit.
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Snipawolf
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Post by Snipawolf »

For mechanical units, I just graft the weapon into their arm... Otherwise a pentagon looks best.. Cubes are bad..
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rattle
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Post by rattle »

Hm no. It's supposed to look like the zenith wanzer (google image for it). Not going to remove anything. Probably wrong thread but what ever.
Sorta tired... anyway I usually do the models for personal use, so if they happen to be under the limit it's fine. Good night... :P

Meh there it is
Image
Though I used a high poly render from FM4. I'll prolly redo it so it looks more like the FM1 one, with less polies perhaps as well.


edit: Hm wasn't so far off... but fucked the proportions up.
Image
Zenith from FM Online (PS2 or PC shot, dunno, probably PS2).
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Snipawolf
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Post by Snipawolf »

Snipa made a biped that doesn't suck eggs! 994 faces...

A cannon and a gatling gun :P

Image
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rattle
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Post by rattle »

Image
Getting closer, ~1100 tris. Though it makes no sense to remove more cause I'll need at least another 300 to 400 for equipment. :(
Obj/wings

Snipa: These cheese-lumps-on-a-stick and the antennas look weird...
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Snipawolf
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Post by Snipawolf »

Supposed to be missile packs :P

I might as well do what I was planning on first time...
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Guessmyname
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Post by Guessmyname »

Eat SupCom mechs, Springites!

Image

I take refuge in the fact that one of these days, I'm going to snap and kill all of you.
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Keithus
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Post by Keithus »

Voila, 1014 tris (not including the glasses). Kinda cheating in that it is a single object (not including the glasses). Breaking it up would add faces unless you do it creatively (remove the faces between each joint).

Picture of it:
http://i84.photobucket.com/albums/k30/K ... lyDude.jpg

Downlaod of it in .wings format:
http://dl030.filefactory.com/dl/f/637a5 ... 71e018004/
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rattle
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Post by rattle »

Not bad, but you should break it up. Oh and Alt+Print takes a screen of the currently active window.
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Das Bruce
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Post by Das Bruce »

You don't need the alt.
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rattle
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Post by rattle »

Print takes the entire screen, alt+print only the window.
You could resize the wings window and use alt+print to eliminate super large screenshots (or just crop it in PS like I do). 8)
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rattle
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Post by rattle »

"It was already half past three but the night was young and so I was uvmapping... neh nah neh nah..." :P
ImageImage
Obj/wings
~1080 tris, little bit over the top but what the fuck.

Left about a quarter (256x256) free on the uvmap for future accessoiries and/or weaponry.
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