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  • LambentHammerBurst
    started a topic Grunt using Moo's player model

    Grunt using Moo's player model

    Moo or M00 released a player model awhile back that worked well except was missing one axe animation which resulted in the model being bugged. Since he hasn't released the source at all for his model. It's impossible to complete it without having to completely reanimate the model.
    Well figured I would put this great model to use and make it into the Grunt
    Since the model itself is done (mesh - not animation) I am doing the skin first.
    I was also using this model for my abandoned "Wrack" found here:
    http://quakeone.com/forums/quake-mod...oos-model.html

    The mesh I am using:
    http://www.quakeone.com/qrack/qrack998.jpg
    http://quakeone.com/attachments/foru...ack-screen.jpg (one shot of my Wrack)
    http://img704.imageshack.us/img704/8551/zeus000001.jpg (updated shot of my Wrack)

    Since the Grunt (in my opinion) is basically just a zombie-ish version of the player - most of the skin work is already done. It's editing the skin parts of the texture and making him bloody - then animating.
    I just started tonight so won't be done for a bit especially with Christmas coming up and how well I do things (I usually send Seven my content to test and he gives feedback and once we are both satisfied I release )

    Meanwhile I did finish the face of this guy. It CAN be completely redone - keep in mind.



    Sadly the start of this project has already had some bumps. The pspfile (Paint Shop Pro 7) which had the image saved with all my layers is lost. Thankfully I saved the image above to make this preview thread in advance - so I can just paste it back to where it was - sadly with some jpg compression quality loss but not really noticable



    UPDATE

    ANIMATED TEST
    Originally posted by ooppee View Post
    Download ooppee-moo-grunt-test3.pk3 from Sendspace.com - send big files the easy way

    Test 3

    Sent a earlier test off to Seven for feedback - tweaked them best I can. Some skin work and animations.
    Firing animation completely redone - he holds it closer to his body. Walk and run animations tweaked a bit. Not sure if I can 100% fix the "slide" issue (not really as noticeable now). Issue is the model actually slides forward on a single frame instead of multiple (looks that way). So I lined that slide up to where the "push" with the back leg happens (as that's when we move forward).
    Two tone armor is back (didn't upload right skin last time - oops)
    also HEAD GIB is included too.
    Attached Files
    Last edited by LambentHammerBurst; 12-26-2010, 11:33 PM.

  • Baker
    replied
    There is now a finished works thread. Closing this one.

    See new thread for further developments ...

    http://quakeone.com/forums/quake-mod...yer-model.html

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah just checked the credits - they are from Plagues pack.
    Also check your PM's Bloodshot

    Leave a comment:


  • Bloodshot
    replied
    Originally posted by ooppee View Post
    Yeah the Shamber skin of their is great but without a higher poly model it "ruins" it. The Reforged project was great and a success. However I felt they should of got another member to at least smooth the models (and reanimate as it'd require it after). That way it would of looked even better.

    For the Shamber I use this one:
    http://quakeone.com/forums/quake-mod...-shambler.html
    With my Furry skin:
    ImageShack® - Online Photo and Video Hosting
    Download shamblerskin.zip from Sendspace.com - send big files the easy way

    Nice to see you are using my ports of the Shamber's Castle models
    I plan on porting both Shamber's from that mod one day (the normal and boss ver).
    May consider the weapons eventually (although they do pretty much look identical to ones already out?)
    Yeah I wouldn't port the weapons, I'm pretty sure they are plague's.

    Wow that's a nice shambler skin. I used that model a while ago but I didn't like the animations as much as the other one.

    You're making me want to start reskinning some things myself

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah the Shamber skin of their is great but without a higher poly model it "ruins" it. The Reforged project was great and a success. However I felt they should of got another member to at least smooth the models (and reanimate as it'd require it after). That way it would of looked even better.

    For the Shamber I use this one:
    http://quakeone.com/forums/quake-mod...-shambler.html
    With my Furry skin:
    ImageShack® - Online Photo and Video Hosting
    Download shamblerskin.zip from Sendspace.com - send big files the easy way

    Nice to see you are using my ports of the Shamber's Castle models
    I plan on porting both Shamber's from that mod one day (the normal and boss ver).
    May consider the weapons eventually (although they do pretty much look identical to ones already out?)

    Leave a comment:


  • Bloodshot
    replied
    I agree with you there, I really don't like a lot of the designs, like the grunt, enforcer, and

    the zombies. Also, the shambler looks horrid with an HD texture put over that model. It

    makes the polys on the head clearly visible. That's why i replaced some with the

    Shamblers castle models, and the shambler with that one from QExpo. I think Reforged

    looks great, but It differs a bit much. I do like the death knight though, among others.

    Leave a comment:


  • LambentHammerBurst
    replied
    Part of the reason I am wanting to re-do all the enemies. Sure Reforged looks awesome. However I found some of their designs differed WAY too much from the original design - the Enforcer was the first monster I replaced as their design was completely different (sadly can't release publically)

    Leave a comment:


  • Bloodshot
    replied
    I have to say, awesome grunt. I really disliked the Reforged grunt, and this gives me a

    good alternative to use in DP. Some of the anims are a bit rough though, like the running,

    and the death animation on his back some of his limbs are still a bit "up" so it looks like

    he's holding his arms up a bit sometimes. My advice for the anims would be to

    exaggerate them a bit, given how little frames you have to work with.

    Other then that, I love it - plus it fits with my player model

    Leave a comment:


  • Seven
    replied
    Hello ooppee,

    yes, you really optimized every single point.

    Now there is not much left to say, other than:

    Great job done !


    I see that you like your grunt so much that you even changed your avatar.
    2nd time since you are here

    Kind Regards,
    Seven

    Leave a comment:


  • LambentHammerBurst
    replied
    Download ooppee-moo-grunt-test3.pk3 from Sendspace.com - send big files the easy way

    Test 3

    Sent a earlier test off to Seven for feedback - tweaked them best I can. Some skin work and animations.
    Firing animation completely redone - he holds it closer to his body. Walk and run animations tweaked a bit. Not sure if I can 100% fix the "slide" issue (not really as noticeable now). Issue is the model actually slides forward on a single frame instead of multiple (looks that way). So I lined that slide up to where the "push" with the back leg happens (as that's when we move forward).
    Two tone armor is back (didn't upload right skin last time - oops)
    also HEAD GIB is included too.

    Leave a comment:


  • LambentHammerBurst
    replied
    ANIMATED TEST
    Also the blood Seven mentioned has been brightened up by 20%

    Let me know what you think thus far.

    Leave a comment:


  • Seven
    replied
    Hello ooppee,

    thank you for giving us the possibility to test this model + skin so far.

    Here is my Feedback / suggestions:

    1.) The area from his mouth down to his belly is too dark.
    I like the idea of blood on his chest and out of his mouth, but this should be brighter.
    Reason:
    I tested several situations/locations. And the lighting in almost every place is so dark,
    that you cannot see anything but black in that area.
    All your beautiful details are not visible.
    I really really like your details on the chest/mouth, but cannot see it in-game.

    I made 4 shots, showing only 1 location with enough light (directly in front of light source)
    to see the beautiful details on the chest/mouth.
    The rest is too dark/black (upper 3 shots):

    , ,




    2.) I love your gloss area on the face (forehead / nose/ cheek). It shines perfectly in almost all areas !
    The face is simply perfect and thrilling !

    3.) The back of the model/skin is also very nice ballanced.
    I would leave it same this.


    So now you should start with the most difficult thing: animation
    The base position as it is in your early beta is already good.
    A little leaned forward. Thats a good start.


    One more thing regarding my point 1.):
    Thinking about my discussion in the "Reforged Project" thread some days ago,
    I can tell that almost everybody elses game setting is even darker compared to mine.
    So almost everybody else will see even less detail due to darker lighting setting in-game.


    This project is really promising. Thank you that you proofed me wrong (remember my PM).

    The biggest hill is still to climb: animation.
    But knowing your great skills, I have big confidence now

    Thank you.
    Seven

    Leave a comment:


  • Mr.Burns
    replied
    Originally posted by ooppee View Post
    ...
    Feedback for improvements or any ideas?
    I do intend on doing 2 versions. 1 version of him holding the Singlebarrel Shotgun and the other being the more classic "Generic Blaster" model.
    Personally I always liked the concept of painskins as, to me at least, it seemed to add a little bit of much needed realism to the game. Quake 1 Painkeep did this quite well for it's time, but it would be nice to see talented artists such as yourself and Engineers such as Rook/Baker/MH build this in to engines as an option (something like cl_painskins 1?).

    Thanks for putting the time in to the Skin, it's looking really promising. Keep up the good work.

    Kind regards

    Monty
    Last edited by Mr.Burns; 12-24-2010, 01:45 AM.

    Leave a comment:


  • LambentHammerBurst
    replied
    Here's a "Test" version for those who want.
    Only has one animation (idle) which still needs to be tweaked. I gotta adjust the head movement - he is headbanging right now lol
    He also has glowing eyes which may be removed in final version. Other changes not shown previously is a new normal and gloss map and he now has "2 tone" armor like the original grunt (2 colors on the armor instead of one)

    Download removed - Updated - see my posts below or check first post.

    Please note the screenshot below is WITHOUT animation. The download has a untweaked idle animation.
    Attached Files
    Last edited by LambentHammerBurst; 12-26-2010, 03:34 PM.

    Leave a comment:


  • LambentHammerBurst
    replied
    Sadly I cannot release it. I ported it from Generations + Doom 3. I took Tabun's enforcer and merged it with "Bernie" (Chainsaw Zombie) from Doom 3 - uses Bernie's Face under the helmet and his arms.
    Last edited by LambentHammerBurst; 12-22-2010, 05:08 PM.

    Leave a comment:

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