View Full Version : Models
Jimi
October 11th, 2006, 02:00 PM
Here are some low polygon models:
Knife, 116 polygons:
http://koti.mbnet.fi/jeejeeje/images/116_knife.png
Pistol, 177 polygons:
http://koti.mbnet.fi/jeejeeje/images/177_pistol.png
Shotgun, 240 polygons:
http://koti.mbnet.fi/jeejeeje/images/240_shotgun.png
Missile Launcher + HEAT Missile, 196 + 112 polygons:
http://koti.mbnet.fi/jeejeeje/images/196_112_MegaLauncher.png
Woman with guns, 760 + 177 + 240 polygons:
http://koti.mbnet.fi/jeejeeje/images/female_with_guns.png
Medi-Kit, 86 polygons, 256*256 bitmap:
http://koti.mbnet.fi/jeejeeje/images/medikits.png
Key Card, 42 polygons, 256*256 bitmap:
http://koti.mbnet.fi/jeejeeje/images/keycards.png
doomjedi
October 12th, 2006, 01:24 AM
Niiice :) like it
rustyslacker
October 12th, 2006, 09:47 AM
The medkit, the keycard, and the shotgun look great. *thumbs* Nice nice nice.
Dutch Devil
October 12th, 2006, 10:56 AM
Oh pretty sweet I would love to see that shotgun finished :)
MR_ROCKET
October 12th, 2006, 04:53 PM
Seems how there's some modeler's here could I make a few requests?
I need a 45 degree slope and a archway split in to 2 half's.
If all possible thanks ;) they need to be in md3 format. And If I put them to use in a map you'l most definitely be credited for them.
Thanks again in advance. Feel free to pm me.
sitters
October 13th, 2006, 08:50 AM
Seems how there's some modeler's here could I make a few requests?
I need a 45 degree slope and a archway split in to 2 half's.
If all possible thanks ;) they need to be in md3 format. And If I put them to use in a map you'l most definitely be credited for them.
Thanks again in advance. Feel free to pm me.
Nice models Jimi.
What do you need MR_Rocket, I am just making models for Chillercastle 2.
make an sketch.
http://www.md2.sitters-electronics.nl/files/boog.jpg
MR_ROCKET
October 13th, 2006, 12:00 PM
Yeah basically something like that.
Though I want to keep a sort of standard scale on things.
http://home.comcast.net/~mrrocket/temp2/mrbasic_concept.png http://home.comcast.net/~mrrocket/temp2/mrbasic_concept2.png
In the case of the archway, 128x64x32. Same with the other half of it, just facing the other direction.
And in the entryway of it where the player would walk through, no more than 96 units tall.
I figure it would be good to have 2 half's like this so other things could be done with it. wider archways, arched pillars, things like that.
The slope would be good at 64x64 @45 degree angle. Though a 128x version of it would be cool also, even a 32x version would be.
I'd like for them to be in our standard grid unit sizes so mappers will be able to work with them without running into problems with texture alignments an stuff.
I'd imagine they would be pretty easy to make with such low poly they would get compared to what you guys are use to.
Let me know, and is this a good enough description sketch to work with? *raspberry
They need to be in .md3 format.
Though depending on what your use to, they can be in md2 format. But is there a way to convert md2 to md3?
sitters
October 14th, 2006, 01:11 AM
Yeah basically something like that.
Though I want to keep a sort of standard scale on things.
http://home.comcast.net/~mrrocket/temp2/mrbasic_concept.png http://home.comcast.net/~mrrocket/temp2/mrbasic_concept2.png
In the case of the archway, 128x64x32. Same with the other half of it, just facing the other direction.
And in the entryway of it where the player would walk through, no more than 96 units tall.
I figure it would be good to have 2 half's like this so other things could be done with it. wider archways, arched pillars, things like that.
The slope would be good at 64x64 @45 degree angle. Though a 128x version of it would be cool also, even a 32x version would be.
I'd like for them to be in our standard grid unit sizes so mappers will be able to work with them without running into problems with texture alignments an stuff.
I'd imagine they would be pretty easy to make with such low poly they would get compared to what you guys are use to.
Let me know, and is this a good enough description sketch to work with? *raspberry
They need to be in .md3 format.
Though depending on what your use to, they can be in md2 format. But is there a way to convert md2 to md3?
Yea this is enough to work with, I make the models in md3 format.
I presume the models don't need a UV map ?
I give you an link when ready.
Edit : OK first look you can use this one, before I put more energy in it. :)
http://www.md2.sitters-electronics.nl/models/boog.jpg
The link : http://www.md2.sitters-electronics.nl/models/boog.zip
It is in md3 format.
Jimi
October 14th, 2006, 06:43 AM
Now I will conquer my thread back with two characters based on the human female character...
852 polygons in the female model, 824 polygons in the male model:
http://koti.mbnet.fi/jeejeeje/images/female852_male824_players_front.png
http://koti.mbnet.fi/jeejeeje/images/female852_male824_players_back.png
MR_ROCKET
October 14th, 2006, 09:51 AM
Sorry Jimi, I really wasn't trying to steal your thread :D
Just needing some help with something and you guys just happen to be here ;)
Your models are great, I can't wait to seem them skin'd. looks good man.
They should get a really good frame rate with the low poly count, nice work :)
I guess the hard part is animating something like that.
Speaking of skin'd I don't know how to go about applying textures to a model yet, I'v never created a model worth while though I'm willing to learn. I managed to make the slope in Milkshape and saved it in md3 format, loaded up Radiant and was able to put the model in the map, ran the game and there it was woot!
Same with sitter's model he just made for me. I just don't know how to go about texturing it yet, I'd imagine there's a little script that needs made up to tell the engine to apply textures to it. ~ I'll read up on that tonight.
This is exactly what I needed sitters perfect, thanks man ;)
Here's what it looks like in quake3 so far. I'm just using quake3 to test it with right now.
http://img242.imageshack.us/img242/8529/archmodel1jp9.th.jpg (http://img242.imageshack.us/my.php?image=archmodel1jp9.jpg)
sitters
October 14th, 2006, 10:04 AM
Sorry Jimi, I really wasn't trying to steal your thread :D
Just needing some help with something and you guys just happen to be here ;)
Your models are great, I can't wait to seem them skin'd. looks good man.
They should get a really good frame rate with the low poly count, nice work :)
I guess the hard part is animating something like that.
Speaking of skin'd I don't know how to go about applying textures to a model yet, I'v never created a model worth while though I'm willing to learn. I managed to make the slope in Milkshape and saved it in md3 format, loaded up Radiant and was able to put the model in the map, ran the game and there it was woot!
Same with sitter's model he just made for me. I just don't know how to go about texturing it yet, I'd imagine there's a little script that needs made up to tell the engine to apply textures to it.
This is exactly what I needed sitters perfect, thanks man ;)
Here's what it looks like in quake3 so far. I'm just using quake3 to test it with right now.
http://img242.imageshack.us/img242/8529/archmodel1jp9.th.jpg (http://img242.imageshack.us/my.php?image=archmodel1jp9.jpg)
Yea sorry Jimi, I also looks forward seeing this stuff skinned.
OK MR_ROCKET open an new thread, I want to know if you need an UV map.
MR_ROCKET
October 14th, 2006, 10:42 AM
Opened : http://forums.newdoom.com/showthread.php?t=31716
Sorry again Jimi, a new thread has been created in order to keep yours intact.
Keep up the grate work man ;)
Jimi
October 14th, 2006, 11:49 AM
:D
12 polygons of Xocolatl with 128*128 bitmap:
http://koti.mbnet.fi/jeejeeje/images/Xocolatl.jpg
MR_ROCKET
October 14th, 2006, 01:29 PM
Hahahah candy bars NICE! :D
Jimi
October 16th, 2006, 01:56 PM
I sci-fified my Mega Launcher.. 272 polygons + Ladder Aim 36 polygons(it is currently rotated down.. the ladder parts will be alpha mapped) + Scope 98 polygons(this is a scope that can be put in about any weapon) + Bomb 128 polygons(top) + Nuke Missile 118 polygons(mid) + HEAA Missile 106(in the tube):
http://koti.mbnet.fi/jeejeeje/images/272_megalauncher.png
rustyslacker
October 16th, 2006, 02:16 PM
*applause*
MR_ROCKET
October 16th, 2006, 02:50 PM
That's definitely going to do some damage :D
/me shh hey before a mods gets after yas about the image size on the forum. and yeah.
/me whistles away..
/BooM..
Jimi
October 20th, 2006, 05:26 AM
Ah yea... I should use thumbnails.. So...
First:
http://koti.mbnet.fi/jeejeeje/images/players_wipskin_01_tb.png (http://koti.mbnet.fi/jeejeeje/images/players_wipskin_01.png)
Second:
http://koti.mbnet.fi/jeejeeje/images/players_wipskin_02_tb.png (http://koti.mbnet.fi/jeejeeje/images/players_wipskin_02.png)
Third:
http://koti.mbnet.fi/jeejeeje/images/players_wipskin_03_tb.png (http://koti.mbnet.fi/jeejeeje/images/players_wipskin_03.png)
Fourth:
http://koti.mbnet.fi/jeejeeje/images/players_wipskin_04_tb.png (http://koti.mbnet.fi/jeejeeje/images/players_wipskin_04.png)
Some of you can probably see how I drew it. I think they're not 100% complete yet... I will draw something into them.. *byte*
lucius octavion
October 24th, 2006, 04:20 PM
Nice rocket launcher. I wish I knew how to animate models and define the frames and what not, because then I would do everything for myself in the Lost City II
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