Barnes
1965 постов
Карма: 153
#11 14 сентября 2014 в 11:02
I said that the model is very good, but it does not fit stylistically game.
Какой богатый внутренний мир! Дай-ка посмотрю.....
samolahajnar
55 постов
Карма: 22
#12 15 сентября 2014 в 17:38
Thanks for the clarification Barnes!
samolahajnar
55 постов
Карма: 22
#13 19 сентября 2014 в 15:36
Hi guys it’s me again!

I have finished the low poly model and I can proudly say that it has less than 8000 triangles. Also I have already done the normal and ambient occlusion mapping.







I think that this is the best work that I have done till today. So let’s go on with texturing!

Cheers!
Берсеркер
2318 постов
Карма: 216
#14 20 сентября 2014 в 03:49
Nice work!
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
55 постов
Карма: 22
#15 28 сентября 2014 в 17:30
Ok I’m back with the fully textured model!

Check it out:







And here you can take a sneak peak on how it is looking in game, but please don’t take on exam the textures as they are not yet optimized for the Quake 2 game. I will do it later when I’ll have the first person model done, it will be done much easier than…



Cheers!
Берсеркер
2318 постов
Карма: 216
#16 30 сентября 2014 в 07:46
Very nice!
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
55 постов
Карма: 22
#17 21 февраля 2015 в 18:27
Hi,

Still alive and kicking here!

I finished modeling our Quake II hands. So here you can take a look on the finished high poly model. I just applied a material which exacerbate crevices so it’s easier to see all the details, so don’t panic if it looks a little weird.







As I would like that this would be the definitive hands to use with future weapons, please make some comments, post your opinion.

Cheers!
Берсеркер
2318 постов
Карма: 216
#18 22 февраля 2015 в 06:21
Hi samolahajnar

Good hand :) When you're adding a weapon cut the invisible part of the hand to save fps.
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
55 постов
Карма: 22
#19 23 февраля 2015 в 09:54
Hi Berserker!

The low poly model will go up including the biceps and triceps muscles with the shoulders left out. I sculpted the hand with a bit of chest and shoulder because I needed a reference for the muscles natural paths. From my point of view sculpting the upper and lower arms is the most difficult part of the human body.

Can you explain a little bit about the saving FPS factor? As I’m not a techy guy I’ve heard that today CPU don’t have problems with rendering polygons as in the old days? Is it meant just for the modern 3D engines? If I in the near future decide to make new Quake 2 characters with 50 000 polygons, will the Quake 2 engine suffer from it?

Thanks in advance!
KRIGSSVIN
930 постов
Карма: 53
#20 23 февраля 2015 в 11:31
First thing Berserker has to do to support hi-poly models is hardware skeletal animation. About FPS - no, won't affect too much.