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Possible to re-map models?

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  • #16
    Importing it into Quake (i'll be using Dark Places as the Quake client btw), shouldnt be all to hard, neither should animating it.

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    • #17
      Originally posted by zylyx View Post
      Importing it into Quake (i'll be using Dark Places as the Quake client btw), shouldnt be all to hard, neither should animating it.
      Can you use the animation from the old model as a template?

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      • #18
        I don't really know how hard it is to do model animation, so I don't know if you planned to do it from scratch.

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        • #19
          Originally posted by metchsteekle View Post
          the harness on that dogs cheast dosent seem to go with the rest of that picture :S
          Naa, it is an ad. They probably photoshopped it.

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          • #20
            I'll do the anim from scratch.

            Uhm, the thing with making the dog different, this was the model reference I used:




            I dont know how particurarly vicous such dogs are, but we can pretend that it's a mutant dog, lol.

            So, it's up to you if you wanna keep it as it is or make him like your pic...

            Btw, what it the breed of your dog called? I'm a cat person...lol
            Last edited by zylyx; 01-05-2009, 02:03 PM.

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            • #21
              Originally posted by zylyx View Post
              I'll do the anim from scratch.

              Uhm, the thing with making the dog different, this was the model reference I used:




              I dont know how particurarly vicous such dogs are, but we can pretend that it's a mutant dog, lol.

              So, it's up to you if you wanna keep it as it is or make him like your pic...

              Btw, what it the breed of your dog called? I'm a cat person...lol
              The breed is Rottweiler. I think it should be like the photo I provided.

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              • #22
                alright cool.

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                • #23
                  Remember when animating, you must make sure the frames match the original. If they do not, it won't work with mods.

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                  • #24
                    There is a way to change the aspect of the base skin texture of Q1 models.
                    Only bad thing is they don't have the base frame included, so all your attempts strand on the used models.

                    By taking a frame with the most straight pose of the model one can export this frame to a dxf extention in Qmle.
                    Importing it again with the -new model from base- function it tends to change the base-skin texture somehow.
                    Before you save this model in mdl you can turn it 90 degrees and save it again in dxf.
                    When you import this again with the new models from base function you'll see the base skin texture has changed again.

                    In this way you can manupilate the base skin texture.
                    later you can import all the other framefiles when you export them from the original file with import/export multiple frames.

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                    • #25
                      I think it's easier just to make it from scratch. Anyways, I've just been checking out the animation frames for the original dog model. Shouldnt be too hard todo.

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                      • #26
                        Oh, I should probably point, I plan on using this dog model for my own mods as well, so dont be suprised if you see it in more then one project...

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                        • #27
                          It's all open anyway, so anyone can use it right?

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                          • #28
                            Absolutely. As long as I get mentioned in the credits .

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                            • #29
                              Dog model hi-resolution mesh WIP:



                              Current hi-res mesh triangle count: 19260 (excluding head)

                              Target low-poly mesh triangle count (including head): 900

                              This mesh will be used as a the base mesh for adding extra detail to the hi-res mesh, before modeling the low-poly version of it and extracting the normal map uv coords from it. I'm gonna work on the head in the next few days.

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                              • #30
                                Update:

                                After some testing with zbrush, I have updated the hi-resolution mesh, which now weighs 173 340 triangles. This will allow for more detailed sculpting in zbursh. I have not posted a pic for now, at the moment, there is little noticable difference.

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