Author Topic: Character Start...need CONSTRUCTIVE Critisism  (Read 43478 times)

loial21

  • Autococker
  • Posts: 2807
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #40 on: June 02, 2005, 06:11:09 PM »
Quote
Also keep in mind that the shoes, pants, jersey, mask, gloves, head will all use separate skins to allow for lots of player customization (and reuse on other models once we make them).

Now thats what I'm talking about Jitspoe.  Are these custom's skins going to be downloadable and accessable via the stand alone menu or by stupid ass cmds in the console?
***edit you should get away from using those cmds in the console and implementing all know binds in to the menu options.  Easier said then done i know but SO user friendly.


How many models are you looking to design?

IronFist

  • Autococker
  • Posts: 1304
_
« Reply #41 on: June 02, 2005, 06:51:11 PM »
Post removed
« Last Edit: July 25, 2010, 11:32:29 PM by IronFist »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #42 on: June 02, 2005, 07:20:22 PM »
Quote
edit you should get away from using those cmds in the console and implementing all know binds in to the menu options.  Easier said then done i know but SO user friendly.
Which commands are you referring to?

sAtSy

  • Guest
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #43 on: June 03, 2005, 05:41:20 AM »
when will this all be released?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #44 on: June 03, 2005, 10:12:03 AM »
The answer to that question is always, "When it's done."

loial21

  • Autococker
  • Posts: 2807
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #45 on: June 03, 2005, 05:47:05 PM »
JItspoe every command you can think of, one example would be rate bro.

Iron like q2 invisable skins :)  or model of a black spider  (the worst to play against)

So no clan spraying on jersey and then creating a new model folder for example

skins/LGMmale/Loial21 ?

3dblu

  • PGP
  • Posts: 15
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #46 on: June 03, 2005, 10:05:39 PM »
moving on to unwrapping stage ;D

Eiii

  • Autococker
  • Posts: 4595
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #47 on: June 03, 2005, 11:56:08 PM »
Hm... something doesn't look right.

trigerhappy

  • Guest
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #48 on: June 04, 2005, 02:21:04 PM »
hey guy this is going too be sweet wen its all done  ;D

nXe`

  • Guest
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #49 on: June 04, 2005, 02:22:15 PM »
Quote
The answer to that question is always, "When it's done."

I don't think we're down in Texas developing the next-gen title for id Software now...

;)

IronFist

  • Autococker
  • Posts: 1304
_
« Reply #50 on: June 04, 2005, 02:39:51 PM »
Post removed
« Last Edit: July 25, 2010, 11:32:09 PM by IronFist »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #51 on: June 04, 2005, 07:36:53 PM »
Hm... something doesn't look right.
You're going to have to be a little more descriptive there, bud.

Eiii

  • Autococker
  • Posts: 4595
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #52 on: June 04, 2005, 07:46:58 PM »
I seriously don't know what's wrong. It looks like he's sagging too much... ;)

Termin8oR

  • Autococker
  • Posts: 1023
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #53 on: June 05, 2005, 04:47:46 PM »
Yes, Great job on the new models I hope that when I get back the finished product will be playable and will kick a.s.s.

-Termin8oR

nXe

  • Stingray
  • Posts: 94
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #54 on: June 05, 2005, 09:20:32 PM »
looks good... i think once it's animated it'll look fine...

S8NSSON

  • Autococker
  • Posts: 709
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #55 on: June 06, 2005, 08:40:11 AM »
I've started unwrapping this beast.
The modeled wrinkles are making the job rather interesting.
bout 90% done with pants and maybe 40% to 60% done with jersey.
I'm thinking that i will probably take a crack at skinning the mask once I finish unwrapping.
I'll take a crack at the rest, but I'm not 100% confident that I could do the best job on the pants and jersey.

I do see an issue with the hair though. We haven't modeled for a sandana or ball cap so it looks like we are stuck with skinning hair onto the head. We could simulate a bandana over the top of the head, but around the back of the neck, below the mask strap, is the main area of cancern. It's modeled as if the character is bald. I'm just thinking that painting hair onto the bald shaped head may look odd.

If anything is to be done about this I would highly suggest that is be handled in one of two ways in order to preserve current geometry and not ruin my unwrapping progress to this point:
The modeler would have to get the current .3DS export from me with uvwmapping coordinants intact.
Then we can alter the current geometry, without adding or subtracting polygons, to simulate hair or whatever we choose.
We can also, as an alternative, ADD geometry to the head and back of neck area to simulate the same.

In any case no vertices can be welded to, added, subtracted, or any other change to the current model or I lose uvwmapping coordinants. Adding seperate elements to the model that are not welded or attatched to existing vertices would work fine. I would simply place that new geometry onto a seperate mapping channel and make it another skin.

Jitspoe...any thoughts on this matter?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #56 on: June 06, 2005, 12:40:06 PM »
Yeah, I was wondering what to do about that...  If it's short hair, though, there's really not much to model.  I mean, something like this: http://ravenfiles.dyndns.org/css/cs_office0046.jpg -- what would be left to add to the model to achieve that?  Perhaps one of those padded baseball-cap-type-things would be good, though, as it seems a lot of the pros wear them.  It shouldn't be much effort to just tag one of those on there without messing anything up.

3dblu

  • PGP
  • Posts: 15
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #57 on: June 06, 2005, 05:40:40 PM »
We could also add some polys to the head area.  Using aplha channel to simulate hair.
« Last Edit: June 06, 2005, 06:33:18 PM by 3dblu »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #58 on: June 06, 2005, 08:03:06 PM »
Hmm, I don't know how much is really necessary there.  I mean, would you really even notice that?  We could always do something simple like this:


loial21

  • Autococker
  • Posts: 2807
Re: Character Start...need CONSTRUCTIVE Critisism
« Reply #59 on: June 06, 2005, 09:45:17 PM »
rofl does he have enough balls though .....jesus christ

I hate to say most pb'ers dont go around with out head cover, so Jitspoe point is valid, sadly

I wanty my 300 baLL HOPPER BACK!!!