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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Mon Mar 30, 2009 10:21 pm    Post subject: Reply with quote

I see what you mean about the leg bend, but I'm pretty happy with the helmet design. It's tricky to come up with something plausible that also matches the weirdly shaped original as closely as possible
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Mar 31, 2009 6:15 am    Post subject: Reply with quote

You should post some screenies of the two (new and original) next to eachother, with the original textured
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asdqwe



Joined: 05 Apr 2009
Posts: 24

PostPosted: Tue Apr 07, 2009 10:09 am    Post subject: Reply with quote

@ MauveBib:
- Are you modeling in 3ds max or other package?
- What filetype are you saving it to (3ds, asc etc)?
- How do you implement animation? (Not in the original program, but how does the animation make it into mdl format).
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Tue Apr 07, 2009 10:41 am    Post subject: Reply with quote

Yes I'm modelling in max, saving in the native max format, then exporting to half life smds for each animation, which are compiled into an md3 by LordHavoc's dpmodel program.

I'm not using mdl format.
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Wed Apr 08, 2009 6:00 am    Post subject: Reply with quote

I second Urre's most recent post. Mauve if you like I can do a paintover for you on your mesh to help guide you? Good progress so far though Smile

I can also give you a breakdown of my workflow if you wanted to try out something like what I do.

It'd be great to get all the Quake models redone up nice Wink
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Apr 08, 2009 7:01 am    Post subject: Reply with quote

I'd love to know your workflow, yeah Smile

Obviously I have no delusions that I'm capable of anything in the region that you are, and this is as much a learning project as anything, as I've done very little modelling at this sort of polycount.
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