yeah newer monsters would be cool, this looks pretty sweet
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Thanks everyone. I'm aiming for about 4K pollys with the low polly model. I'm going to bake my details down "Doom 3 Style" so it should look a lot like that when all the normal maps are done. I might bake down a diffuse only skin for non-DP ports to use.
I've got a basic form of the chainsaw roughed out, but no detail yet.
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That's nice. Looks more unique and ogrish than the first version posted. I like.
Will be cool to see him with a chainsaw.
4k polies per monster is manageable, but with dozens or even hundreds of monsters in a scene (Tronyn's maps, MH's 400 knights map, RMQ's armytest and similar stuff), and especially considering realtime lighting and normalmapping, you might run into the same problem that Doom 3 had:
Any more than 3-5 monsters in a scene, and you'll have to raise the hardware requirements substantially.
+ the baking / normal mapping approach restricts it to a few engines only, at least if one wants to get the intended look.
Needless to say, these will look most at home in equally high poly environments.
Just pestering you - I do applaud the effort.
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Hello Tea Monster,
Not much more to add to golden_boy�s words.
You made a very good start.
But unfortunately the hardest part is still to come: animation.
The ogre is the one with the most difficult in my opinion.
His very special movements (like falling back on his butt) is really hard I guess.
Fluent movement is the key for a model.
But I totally trust your skills.
Please, blow us aways with a good-looking, but faithful new Ogre
Looking forward...
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I'll do my best. Thanks again!
I'm aiming to get my model workable in most 'standard' game maps. I'm assuming that the ones that golden_boy mentioned are more like test cases than really playable maps. I don't think that the modern way that models are implemented will work with the sort of '3D Sprites' that Q1 had originally. I think that if you did make a next-gen model that could be used under those circumstances, what you'd get would look decidedly strange at best.
Having said that, I don't mind making a lower poly model for other source ports. I'd basically bake a nice render of the high poly down onto one diffuse map. If you guys (and gal) could give me an idea of what budget to shoot for, I'll see what I can do.
I still had my original Quake CD that I purchased in Dixons on the day of release till recently. I'll have to study the model movements. I've done some animation of various Duke critters so I shall apply that knowledge to Quake!
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Hi
This model looks really sharp...i like the feet the most
The face looks much better...This might be the best looking monster yet made for quake 1.
You could ask OoPpEe for help with animation.
One comment about a thought I had to make him a little less muscular, and also maybe trim some fat to make him look more like the original quake model...Maybe its just the angle or something.
Just ideas...I love it so far.
Cheers
Sean
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LOL! I didn't specifically think of that, but I bet it was ricocheting around my brain. I love that film (Can't beat a bit of Kubrick).
I've got 3,800 polys (sans chainsaw).
Can I use alphas in DP?
Last edited by Tea Monster; 06-29-2012, 05:02 PM.
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sweet
and yep, darkplaces can use textures with alpha
oh oh, and an idea, something i was thinking about which would be totally cool....
darkplaces also supports using skeletal animation with some formats
Skeletal model rendering tricks
There are two different approaches to skeletal animation used in skeletal model file formats, one is based on each vertex storing an array of weights with vertex positions relative to the bone the weight references (this method is used by zym, dpm, and assorted id Software formats such as md4, mds, md5mesh), this method consumes more memory (and seems to be slightly slower) than Matrix Palette Skinning in which the base mesh is deformed by matrices multiplied by their basepose inverse (meaning all the weights take the same vertex position as input, and simply move it to where it should be), since Matrix Palette Skinning performs better, DarkPlaces engine converts the other type to it at load (which is quite trivial - simply rebuild the base mesh from the weights and basepose of the skeleton, and then only the influence and bone index has to be stored in each weight, discarding the relative position and normal data).
DarkPlaces engine model loaders encode all skeletal weight data as 8 bytes per vertex (two 4 byte per vertex arrays, one storing the influence values renormalized from 0 to 1, to 0 to 255, and the other stores bone indices since most models don't have more than 256 bones), this seems to help with cache performance in the cpu-based skeletal animation.
This format is also mostly suitable for hardware skeletal animation, however harsh limits on number of bones (about 30 on lower end hardware) make it impractical because the model would have to be sliced up and given multiple matrix palettes (each within limits of the hardware) so it has not been implemented (NVIDIA GeForce 6 hardware or ATI Radeon X2x00 series and above are capable of using texture reads in the vertex shader, which would avoid this limitation).
Adding additional complications to the use of hardware skeletal animation, stencil shadow volumes require a software transformed version of the mesh to build triangles from (even if the actual projection of the vertices may be done in hardware - indeed it would have to be, otherwise the skeletal animation may not match up exactly and cause zfighting between a software shadow volume and a hardware lighting pass).
would totally kick ass if you made a special version of the ogre for darkplaces which uses skeletal animation instead of vertex animation, which will make the animations look a 100 times smoother
one shambler model frederikH made for use in darkplaces uses skeletal animation too
so it would totally rock if you made a special version of the ogre specially for DP which uses skeletal animation.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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Originally posted by Tea Monster View PostLOL! I didn't specifically think of that, but I bet it was ricocheting around my brain. I love that film (Can't beat a bit of Kubrick).The first version of your ogre have the face of fat alien, that's not of Quake
PS I've seen "FMJ" first time when I served in army in 2002-2004, with all sergeant's bawdry carefully translated to Russian. So I and other soldiers laughed at the fact, that sergeants are the same in all the countriesLast edited by FC Zvyozdochka; 06-30-2012, 01:33 AM.
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regarding model formats, mdl isn't a viable option due to limited precision.
md3 might work, though I have my doubts, blurgh.
if you go skeletal (which you probably should), make it use iqm format, as this is the most widely supported skeletal format for quake engines (DP, FTE, DirectQ, RMQE, QuakeForge).
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LOL, we have a few like that in Britain as well! I've never served, but I've been told.
Did a quick search and there is an exporter for Blender 2.63a. MD5 I've used before.
The one thing I am terrible for is scripting- too much like programming for me.
One thing, does it support smooth groups?
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