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 Post subject: Old School Doom Marine :Update:
PostPosted: Mon Nov 21, 2005 2:10 am 
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its update time

the model is coming along alot better now

http://i2.photobucket.com/albums/y21/sc ... omguy1.jpg
http://i2.photobucket.com/albums/y21/sc ... eframe.jpg
http://i2.photobucket.com/albums/y21/sc ... y1_ear.jpg
ear was poly modeled :wink:


Last edited by doomkid3000 on Mon Nov 21, 2005 5:54 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Nov 21, 2005 3:14 am 
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"...mostly harmless?!"
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640 image width, and no 'all caps' topic headers!

C'mon man you've been here long enough to know better! :roll:

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 Post subject:
PostPosted: Mon Nov 21, 2005 3:30 am 
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lol :lol: ok kat

EDIT there fixed


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 Post subject:
PostPosted: Mon Nov 21, 2005 7:04 am 
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picked up 100 armour

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Looks good.

You need to fix the normals so there is no seam in the middle.

The eyes look a little slanted for a caucasian.


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 Post subject:
PostPosted: Mon Nov 21, 2005 8:04 am 
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yeh the seams wont be visible that just the model mirrored, and the eye's may get fix some more too, little addjustments :)


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 Post subject:
PostPosted: Tue Nov 22, 2005 12:20 am 
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ok i had to fix the splines some more so there's no more seams on the model


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 Post subject:
PostPosted: Mon Nov 28, 2005 10:25 pm 
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well its about done now hair design, got everything uvwmapped i just need to texture it make diffusemaps,specularmaps, and heightmaps

and just get the hair look for the ingame render once all thats done it will be complete :) then rig it for animation

here's what i got done

uvw map
http://i2.photobucket.com/albums/y21/sc ... ad_uvw.jpg

localmap, rendered normalmap in Orb as wings3d doesn't export the lightwave model smooth to get any good results unfortuantly

http://i2.photobucket.com/albums/y21/sc ... _local.jpg

lowpoly model
http://i2.photobucket.com/albums/y21/sc ... owpoly.jpg

hair vertex paint shot1 look
http://i2.photobucket.com/albums/y21/sc ... dhair1.jpg

hair vertex paint shot2 look
http://i2.photobucket.com/albums/y21/sc ... dhair2.jpg

i may end up changing the back of the hair look later on


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PostPosted: Tue Nov 29, 2005 4:06 am 
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Moved this to modelling WIP where it seems more appropriate.

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PostPosted: Tue Nov 29, 2005 4:49 am 
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ok :)


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 Post subject:
PostPosted: Tue Dec 13, 2005 9:49 pm 
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well here's it ingame

http://i2.photobucket.com/albums/y21/sc ... ingame.jpg

http://i2.photobucket.com/albums/y21/sc ... design.jpg
the diffusemap is still gonna need some work. but other then that its look pretty good

just have to find a way to get around those seams though :)


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 Post subject:
PostPosted: Thu Dec 15, 2005 1:32 am 
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i was wandering how would i go about making some realistic hair for him though,


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 Post subject:
PostPosted: Thu Dec 15, 2005 3:27 am 
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It's all in the textures. Your heightmap just needs thin 'hairs' on it (heightmap mind you, not normalmap). That what I did for my characters, if you do it well it looks supprisingly goog.

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 Post subject:
PostPosted: Thu Dec 15, 2005 7:49 am 
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im gonna try using decals for hair and if that works out then cool, but i'll try your method aswell kat

its just that there's not that much info on texturing stuff like faces i dont have that insane knolege on how precisely a face texture should look or how your paint a hair for texturing the top of the head

or what kind of brushes you guys use etc, i dont think Gimp has the variatiy of brushes the photoshop has, thats why im asking :)


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 Post subject:
PostPosted: Thu Dec 15, 2005 11:17 am 
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You may be better off using some photo ref instead of painting.

It could also work well without really giving the hair any bump and using the spec map to control the look. So you'll have thin lines on the spec and in the game only those will react, giving the illusion of the hair strands having some sort of volume.

Getting the hair to look good with bump is harder if the map is not very high res and you can get those strands of hair really thin.

I guess you could use a combined effect where the spec controls the more detail of the hair and the bump gives a less precise indication of volume.

Also some bits of small translucency can help give it that extra bit of volume, like on the Quake4 marine models.

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 Post subject:
PostPosted: Thu Dec 15, 2005 11:44 am 
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are there any reference of hair though, btw i also was wandering if theres any skin reference for texturing his face so the skin looks more real on its tones and detail

i looked at the translucency of the hair on the young guy head and it uses a decal type material. the actual texture is white with black hair fur look, is that what your saying and having small tiny speculars on top of that to give it detail :)

guess i'll be looking around for this stuff later


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PostPosted: Thu Dec 15, 2005 4:08 pm 
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No, I don't think you can have spec on a decal type material. It's translucent and has no reaction with light. But you can use them and have the hair have a bit of volume. You don't cover the head with it, just some places where it makes sence. Have a look at the Quake4 marine model in the Quake4 model viewer, it's very well done on that model. The Quake stuff is some of the best stuff to look at anyway for making a character. The stuff is just very well done.

You use the spec on the texture for the head, which would have the hair drawn in it. The spec helps to show hair strands better, in stead of flat smooth look. The bump can also help here but should be used in a subtle way to make it not look like plastic hair.

For hair ref I'm sure if you search for some pics on the net you should get enough to copy/paste some hair from. Same with face ref or skin texture. Or take a digital cam and take photos of your own, or your dad face and skin and manipulate that for use on the model.

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 Post subject:
PostPosted: Thu Dec 15, 2005 10:42 pm 
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ok then :o so the hair is part of the head texture then, somwhat like d3 did there's and q4, i'll try that

the reason i wanted to use decals for hair is so the hair is actualy like its modeled and not textured :wink:

but whatever works out best so i'll try your method

EDIT all the sites i have found with skin and hair reference want you to pay :(


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PostPosted: Fri Dec 16, 2005 12:13 am 
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There's no harm in trying it both ways. But the thing is either way you need to draw a base hair on the head. Either by using photos or draw by hand. What you do ontop of that is up to you. Or even do nothing on top of that and just make the base hair texture look as good as possible.

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 Post subject:
PostPosted: Fri Dec 16, 2005 2:56 am 
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i'll let you know how this comes out :)


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 Post subject:
PostPosted: Tue Dec 20, 2005 11:14 am 
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ok update

heres how im doing the hair

http://i2.photobucket.com/albums/y21/scott587/hair.jpg

http://i2.photobucket.com/albums/y21/sc ... ingame.jpg

i didn't have any luck with the diffusemap though, but its important too

i'll have to screw around with that the later

i have been busy all week on my guitar need a new amp one of these days:twisted:


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