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doom3-grism
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hyp3rfocus
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PostPosted: Sun Feb 08, 2009 7:39 pm    Post subject: Re: doom3-grism Reply with quote

while i was tinkering with the model i did some tweaking on the skin. i always thought the sleeveless crop-top look was a bit odd, so i've given him a t-shirt instead.
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Joki
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PostPosted: Mon Feb 09, 2009 12:28 am    Post subject: Re: doom3-grism Reply with quote

I like the gimmick of having a model that has not an alpacahead

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RAZ3R
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PostPosted: Mon Feb 09, 2009 1:27 am    Post subject: Re: doom3-grism Reply with quote

:D
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hyp3rfocus
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PostPosted: Mon Feb 09, 2009 8:02 am    Post subject: Re: doom3-grism Reply with quote

earlier i mentioned quake3's segmented approach and how unintuitive it is. here's an example of why i say that.

this is part way through a death animation. the legs are falling to the ground while the torso remains planted on 0,0,0. it's only in the game that the torso is actually connected to the top of the legs. this means that when you are trying to animate your character in blender you're unable to see what the final animation looks like. you have to export it, getting it packaged into a pk3 and run the game to actually see how it looks.

with the doom3 style approach of having a complete skeleton you can see exactly how your animations look and this enables you to do far more realistic work, far more quickly.
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Joki
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PostPosted: Mon Feb 09, 2009 10:45 am    Post subject: Re: doom3-grism Reply with quote

Give him breakdance-animations, to keep us entertained while we play.

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Falkland
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PostPosted: Mon Feb 09, 2009 7:02 pm    Post subject: Re: doom3-grism Reply with quote

Joki wrote:
Give him breakdance-animations, to keep us entertained while we play.

Lol ... it should be better than the SupeRaimbot shaking tool XD
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chiquita
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PostPosted: Mon Feb 09, 2009 7:35 pm    Post subject: Re: doom3-grism Reply with quote

Falkland wrote:

Lol ... it should be better than the SupeRaimbot shaking tool XD

so you tried it too :mph: :)
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Falkland
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PostPosted: Mon Feb 09, 2009 9:44 pm    Post subject: Re: doom3-grism Reply with quote

chiquita wrote:
Falkland wrote:

Lol ... it should be better than the SupeRaimbot shaking tool XD

so you tried it too :mph: :)

Yes , but after talking with its creator
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hyp3rfocus
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PostPosted: Wed Feb 18, 2009 10:54 pm    Post subject: Re: doom3-grism Reply with quote

i've actually got the mesh attached to my new skeleton and i've given it some fairly basic weight painting (determines how bones distort the mesh). i've given him a static pose for when he is stood still. there is also a zip file with grism.md5mesh (the mesh and skeleton), static.md5anim (a single pose) and dark.tga (the texture used to skin the model).



doom3-grism.zip
 Description:
 Filename:  doom3-grism.zip
 Filesize:  430.58 KB
 Downloaded:  109 Time(s)

demo.png
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 Viewed:  2547 Time(s)

demo.png

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hyp3rfocus
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PostPosted: Wed Feb 18, 2009 11:12 pm    Post subject: Re: doom3-grism Reply with quote

here's what he looks like without any posing applied. the skeleton is perfectly symmetrical which will be easy to model with because you can make your mesh with the mirror modifier doing half the work.



screenshot.png
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screenshot.png

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