#11
14 сентября 2014 в 11:02
I said that the model is very good, but it does not fit stylistically game.
#12
15 сентября 2014 в 17:38
Thanks for the clarification Barnes!
#13
19 сентября 2014 в 15:36
#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!
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!
#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!
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!
#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.
Good hand :) When you're adding a weapon cut the invisible part of the hand to save fps.
#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!
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!
#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.