Inside3D!
     

ColdHeat
Goto page Previous  1, 2, 3 ... 8, 9, 10 ... 14, 15, 16  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Tue Sep 23, 2008 12:11 am    Post subject: Reply with quote

I'm loving the rocket launcher. Superb work!
_________________
http://www.giffe-bin.net/
Back to top
View user's profile Send private message Visit poster's website
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Sep 27, 2008 1:50 am    Post subject: Reply with quote

Great thanks Smile

Started drawing the face now.. It looks older than me.. but it's meant to be older than me, but maybe not as much as it's now. Eyes may be a bit different colour, but that's about how they looked like in the bathroom mirror. Sometimes they look brown, sometimes they look dark green.. I like green Very Happy

Render:




Texture:




Various clothes, not textured yet, only uvw mapped. All on separate uvw maps, thought it would be better in case I need to change or remove something I don't like.. I've been chaning them back and forth on being one uvw or separate uvws, huh:


_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Sat Sep 27, 2008 10:31 am    Post subject: Reply with quote

perhaps you could make skins with the diffrent eye color and make it random on wich is used
_________________
bah
Back to top
View user's profile Send private message AIM Address
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Sep 29, 2008 9:50 am    Post subject: Reply with quote

Yes, I will and I do some other changes to the skin as well.

Finally got it looking like something.. I based the skin areas to my photos, but they were quite crappy, so I had to draw a lot. The render got some meshsmooth, bumps and specular, just for fun..





Some texture testing: http://koti.mbnet.fi/jeejeeje/wip/parallax_bump_texture_test.jpg
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Sep 29, 2008 10:14 am    Post subject: Reply with quote

That looks like Jesus. Very Happy
_________________
Quake Maps
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Sep 29, 2008 11:10 pm    Post subject: Reply with quote

id say add more shading where the hair folds over itself but you can still see under it (if you know what im saying) have a little difference in the shadows on your hair, it seems really flat atm. otherwise its a nice textures Wink
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Fri Oct 10, 2008 7:18 pm    Post subject: Reply with quote

Here's some bunch of stuff I've been working on recently:

3 Rocket Box

Disc Launcher Ammo Box
note: I haven't done the weapon, this and the rocket ammo boxes were done for a speed modeling competition with "Ammo pickup" theme.

Door ingame wip

Some windows ingame test


I've also added real gravity.. found an equation for it from wikipedia and put it in.

Code:

   if(!at_bottom)
   {
      density = 1.2; // 20 celsius air density
      area = 81.261; // projected human surface area in square meters... this is actually when it's falling in crusifixion pose face down
      dragco = 1.1; // human in upright position
      // terminal velocity: square root((2 * object mass * gravity) / (fluid density * object projected area * object drag coefficient))
      self.velocity_z = self.velocity_z - sqrt( (2 * self.mass * (gravity / 10)) / (density * area * dragco) );
      self.jump_flag = self.velocity_z;
   }


This new gravity also needs a much lower setting for sv_gravity. I use 392 units per second (1 unit = 2,5cm) which is 980 cm per second (average earth gravity).
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Fri Oct 10, 2008 7:34 pm    Post subject: Reply with quote

hehe looks cool

im interested in what the razor launcer will do, will it be like the lil ripper in AON? or like a a game i wonce played for the gamecube where u play as a robot, and one of the wepons you get shoot out lil razors, and when u hit the other robots it cuts there arms so they just hang there. they loose control of the arm but will still shoot at you, wich would make there arm swing around violently causing them to shoot themselves and the other eneimy robots as well...i cant remeber the name of the game tho Confused

oh it was "MetalArms:glitch in the system"
http://www.youtube.com/watch?v=sTtdb4UfeWI&feature=related
pritty fun no matter how childish it can get Very Happy
_________________
bah
Back to top
View user's profile Send private message AIM Address
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Oct 13, 2008 3:27 am    Post subject: Reply with quote

I'm interested in what it will do too :O I think it will be something like a sniper rifle, but it just shoots high velocity discs.

Here's initial concept for it:



And here's city textures finished mostly:


Click it for bigger!

_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Mon Oct 13, 2008 4:51 am    Post subject: Reply with quote

Atmosphere of that level is great.
He runs like a goof but still nice quite a pace of work.
_________________
http://www.giffe-bin.net/
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Oct 13, 2008 5:07 am    Post subject: Reply with quote

looks cool Very Happy
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Wed Oct 15, 2008 1:05 pm    Post subject: Reply with quote

Now that I had spent a lot time on doing that, I started wondering if it would be a better idea just to make the windows from map geometry? This way I could make a lot more textures in faster time. Saving all those window textures took me more than 5 hours... I thought I could still have some windows drawed into the texture, which could be used in buildings that are far away and player can't get close to them.

Windows something like this?

Not necessarily bumped up like that...
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Wed Oct 15, 2008 5:01 pm    Post subject: Reply with quote

jim wrote:

...(1 unit = 2,5cm)...


you mean the normal Quake guy is less than 2feet tall?


Which modeling software are you using?
Back to top
View user's profile Send private message
jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Wed Oct 15, 2008 6:00 pm    Post subject: Reply with quote

That's just what scale I use. 2,5cm is about one inch and probably no one notice if it's 2,5cm or an inch. It's just so much easier for me to use 2,5cm instead of 2,54cm...

In my scale Quake guy would be 140cm tall, which is about 4,6 feet. The player character in this is sized 70 units, which is 175cm / 5,74 feet, though really the character is around 180cm / 5,9 feet, but people can bend a bit. Also my character is not over wide like Quake guy. The width is 18 units. And now when he's a little bit smaller, then it's ok size for a woman too.

I've been using 3dsmax.

I think I'll be doing the windows in this map geometry way. But it was good practice on drawing them into the texture.
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Wed Oct 15, 2008 8:35 pm    Post subject: Reply with quote

oh btw nice sky Very Happy
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion All times are GMT
Goto page Previous  1, 2, 3 ... 8, 9, 10 ... 14, 15, 16  Next
Page 9 of 16

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group