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  • I don't know if it is possible,i have to review the limits on md5 and dpm
    I am sure some hair is possible but I dont think I want to give him mange.
    WARNING
    May be too intense for some viewers.
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    • looks epic, me like. hairy sham ftw
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • WARNING
        May be too intense for some viewers.
        Stress Relief Device
        ....BANG HEAD HERE....
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        • Originally posted by bluntz View Post
          What has the higher limits MD3 or the DP model's spec? Anyone know?
          Hello bluntz,

          I am no modeller, so I cannot help you much.

          But I found this:
          MD3 Limits

          The MD3 file format has several limits that you should consider when making a model for this format. These are outlined below. If your model has more that the MD3 limit, the file will not be saved correctly and you should get a error message.

          * Only faces and verticies in a group get saved.
          * The MD3_PATH+file name cannot be longer than 63 characters. (Textures and model names)
          * The group name and point name cannot be longer than 63 characters.
          * Maximum of 1024 animation frames
          * Maximum of 16 Points (Quake 3 Tags)
          * Maximum of 32 Groups
          * Maximum of 256 Textures per Group
          * Maximum of 8192 Triangles per Group
          * Maximum of 4096 Verticies per Group
          Be sure to also read through this thread: click me

          Good luck,
          Seven

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          • Generating Fur in DirectX or OpenGL Easily - Tutorials made easy!
            interesting... that's actually quite doable. Draw the model 60 times expanding it slightly each time, and you can get a somewhat believable fur effect.
            note quite sure how you'd do fur physics with it, though twisting the normals based upon just gravity should be easy enough. I guess you'd have to track momentum with bone controls etc. nasty stuff.
            combining it with realtime lighting is undoubtably a nightmare, of course. But if you're willing to ignore rtlighting, it should certainly be possible to do if you've the patience to try.
            Some Game Thing

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            • Hello,

              If Spike is true (what he usually is ), we should also consider to follow up this shambler animation:
              [ame=http://www.youtube.com/watch?v=giL1oWmLWHk&feature=player_embedded]Wooly Shambler - YouTube[/ame]

              I had some discussions with bluntz about this animation a while ago (around 2 years ago ?).

              This is the best shambler animation i have seen so far.
              The sound, the animation, the fur, the gfx.
              It is brilliant work ! Outstanding.
              Unbelievable scary...

              I am sure I would wet my pants if I would see him in-game
              .

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              • In Game this would be damn frightening!

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                • That is really awesome and would give a fright in game!!

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                  • Two problems you are going to have to get it into a game engine:
                    1. I don't think that fur is supported in any game engine at all, let alone DP. You usually have to fake it by using textured planes with alpha.
                    2. You are going to have to re-code your particles to DP's particle system. I don't know how much of a b*ll ache that would be. Again, can be faked with alphaed planes.

                    Even if it never gets into a game engine though, it's a brilliant model. If it ISN'T going into a game engine, don't be afraid to put a bit more organic detail into it.

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                    • I was thinking maybe using animations for strands,kind of a writhing more than physics effect.
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                      • I don't know that the fur would have to be that specific as in the video. If it could be simplified it would maybe work? I love the sound effects! To me that gives it the creep factor. The growl and the sound of his feet!! Could simplified fur be able to be placed on this model and use the sounds??

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                        • This might work, something like it was used in shadow of the colossus
                          http://www.xbdev.net/directx3dx/specialX/Fur/index.php
                          Last edited by Spiney; 11-02-2012, 07:38 PM.

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                          • 99% of what makes that work is the sounds.
                            Scout's Journey
                            Rune of Earth Magic

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                            • That's a cool tutorial spiney..thanks for sharing it. Now let's hope someone with skills for this can do something with it!

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                              • The other option, and what I was going to do with mine, was to sculpt fur onto the model and bake it off onto a normal map. You can do this in either Blender or Sculptris, which are free.

                                You can see how an artist called Jeepster does it here.

                                He's nicely done a timelapse of how he did the werewolf. The first part of the vid is just the basic modelling, which might interest some some people anyway. The nitty gritty gets going at about 3:46 when he starts sculpting the base mesh.

                                Werewolf Timelapse - YouTube

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