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Author Topic: A re-model  (Read 4020 times)
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Azraelthe7th
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« Reply #15 on: 2007-09-19, 15:58:09 »

I posted a 360 rotation of the (still incomplete) base model for the Dark Ages on
YouTube
.
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RuThaN
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« Reply #16 on: 2007-09-19, 21:26:59 »

Its only static model or all animation will works as with default model? Sorry im noob in modeling..
Model look- face isnt much near to orginal model..
« Last Edit: 2007-09-22, 07:04:42 by RuThaN » Logged

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Im gamedesigner and writer, technology is only tool, important are visions and ideas, but its hard, inspire another demons with own visions, so i must lots of technology things make alone, and this is figh
Azraelthe7th
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« Reply #17 on: 2007-09-20, 01:44:11 »

Right now it's static, but it should be usable when I'm done with it.  And you'll have to forgive me, I didn't understand what you were saying in the second sentence.
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Javokis
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« Reply #18 on: 2007-09-20, 02:54:37 »

I think he said that the face of your version of Christof doesn't look much like the original Christof.

Some other advice I would give is to add your own shading to the model texture sense this game has neither bump mapping or complex self shadowing. An example would be the creases in Christof's outfit. I also think his uniform should be more 'worn' though I assume that Anezka washed and nitted it before he put it back on after his partial recovery. On the other hand, Christof spends a lot of the game in harsh combat zones so maybe a texture for a hardcore action crusador would be more fitting.
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Sengoku
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« Reply #19 on: 2007-09-20, 04:38:41 »

Yeah, i was going to say something along those lines. The texture looks a bit flat at the mo but its a bloody good start nonetheless! A bit of shadowing under his pecs and where the cloth on the arms meets the biceps would be good. Then all that would be needed would be some creases here and there. Do the same with the belt and boots and a simple way to do the leggings would be to find a texture/photo of some cotton on the net somewhere. Im sure you could find something like that through google!

One thing ive just noticed, he hasnt got any ears, is this intentional!?  Grin


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« Reply #20 on: 2007-09-20, 04:46:01 »

Overall really good modelling, I think the only problem is that he doesnt look like he has the character of Christoph Romuald about him. Think " My Name is Christoph Romuald, A man of god and a soldier at heavens cause" .. dunno somehow I dont picture this guy saying that.
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Azraelthe7th
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« Reply #21 on: 2007-09-20, 08:25:22 »

Well, he is still incomplete, I'll be adding ears and shading details as I move along.

I've been getting a feeling that his face didn't quite match "Christof Romuald", which is odd since I used images from the cinematics as references.  I'll see what I can do to add to make him more "Christof".  Incidentally, shortly after I posted the image, I corrected his jawline.  I'll need to tweak his face texture a bit (and add textured ears) and move some polygons around in his forehead area as well.
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Azraelthe7th
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« Reply #22 on: 2007-09-20, 12:49:45 »

Is this any better?
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« Reply #23 on: 2007-09-20, 14:40:06 »

The side view on the right looks very close, but front view is a little off. Christof's jaw is very pronounced and strong. Here's some images that I attached below that shows his front look. Is this the type of image you're basing him from?


* redemption_christof_cross.jpg (20.89 KB, 443x334 - viewed 41 times.)

* redemption_christof_ecat.jpg (17.14 KB, 445x329 - viewed 37 times.)

* redemption_christof_sad.jpg (19.52 KB, 446x334 - viewed 39 times.)
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« Reply #24 on: 2007-09-21, 10:41:27 »

Ayes I d narrow the jaw to the point nefore it becomes a snake face,remembers vampires in OWOD lose excess non neccesary meat in order to become Anne rice's sexual fantasies,n sides it be more fittin tha the character essence..

All ina ll it be comin alongs really goods just pay heed ta what the people ere say!
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Azraelthe7th
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« Reply #25 on: 2007-09-21, 18:34:02 »

I think I almost have him:


I don't think vampires in VtM became Anne Rice sexual fantasies.  Then again, I've seen VtM games played in very different styles so if that's how you view it then by all means do so.  Smiley

And yeah, I was pretty much using those images as well as some taken from the ending as reference.
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« Reply #26 on: 2007-09-21, 19:25:57 »

Looking damn good now. Very close. I'm sure once you fix up a few details and finish his neck, he'll be Christof for sure.
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Azraelthe7th
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« Reply #27 on: 2007-09-22, 03:05:39 »

I think this is it!


You know, I'm thankful Vampire at least has some dynamic lighting so you'll be able to see the finer details in the model in game.  Smiley
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« Reply #28 on: 2007-09-22, 03:33:18 »

Yeah. That is pretty good. I hope you're going to max the engine texture detail for this. Would be nice to see some high-def 512x512 models, actually if you do it right, you could compile several 512x512 material parts for him like head, body, arms, and legs. That way his skin details can be added then we can see how much of this engine it can handle. hehehe.

I just bought a dual core processor so I don't care much about lag anymore. hehehe. Actually, once I get my new vid card, I'll stop caring about lag all together - at least for the next year or two. Tongue

Man, this is making me want to map again. I think I'll go look for some really large textures...
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Azraelthe7th
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« Reply #29 on: 2007-09-22, 04:06:15 »

Seriously, I have a dual core with a low-end nVidia card (7300LE) and I can run the game at max resolution, full effects activated with little to no lag unless some huge effects are active or I'm running some 3D programs at the same time.

The texture res, for now, is set at 1024x1024, when I'm done, I'll be reducing it to 512x512.  I've separated the head, body and hair, but I guess I could separate them more for maximum effect.  I can't guarantee it, but it's worth a shot.
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