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Author Topic: VTMS: Tremere Concpet  (Read 6114 times)

ORI

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VTMS: Tremere Concpet
« on: 2008-03-31, 10:45:55 »

Iv made a rough concept before modelling which is somewhat different than the traditional tremere. suggestions and crits are welcomed before I refine this and resume modelling
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #1 on: 2008-03-31, 17:25:26 »

I like it.  Defintely an improvement over the legless fantasy wizards from the original.
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ORI

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Re: VTMS: Tremere Concpet
« Reply #2 on: 2008-04-07, 13:07:55 »

Iv translated to rough imageplanes and Generic Tremere is about 25% modelled now, I have a question though:

Should I make clothing part of the base mesh?
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #3 on: 2008-04-07, 14:45:16 »

Right now, I kept things like Christof's cape, tunic and hair separate from the base mesh.  I've yet to experiment with exporting him into Source, though, but I'll get back to you about it as soon as I have something.
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ORI

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Re: VTMS: Tremere Concpet
« Reply #4 on: 2008-04-12, 09:54:37 »

WIP update :  modelling 80% done, it still need some tweeking on the arms and legs
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #5 on: 2008-04-14, 15:01:33 »

What's the poly count so far?  From the looks of it, you could add a few extra to better define the geometry.
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ORI

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Re: VTMS: Tremere Concpet
« Reply #6 on: 2008-04-16, 11:52:00 »

around 2000 tris , I can still add alot more detail, and im not done with the hands and legs because they look too rough, iv been on and off on this due to other projects but now I intend to give it finishing touchs. I wonder though, is there a point to add detail to the base body mesh given that it is covered in robes?
« Last Edit: 2008-04-16, 12:20:59 by ORI »
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #7 on: 2008-04-18, 06:21:06 »

Depends.  I could see a use for the legs to be modeled (looks less goofy when they fall), but for the arms, I'd suggest no longer than the forearms.  The head could be modeled separately too, to give more the effect of depth in the robes.
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ORI

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Re: VTMS: Tremere Concpet
« Reply #8 on: 2008-04-18, 07:28:10 »

The model as it is detailed mostly in the head, the rest is fairly detailed in a low poly sort of way, I did try to smooth out the Geometery of the body though because im going to try to use Physics in blender to make the robe fall naturally on the body and bake the simulation onto the geometery so the robe would look more clothlike even if it wont use actual physics during animation
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #9 on: 2008-04-21, 14:01:01 »

Well, if you're making it for the Redemption: Source project, then yeah, Source does use physics.  We're using the Orange Box version of the SDK, since it's the most up-to-date version of the engine and allows for a number of cool features.
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ORI

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Re: VTMS: Tremere Concpet
« Reply #10 on: 2008-04-27, 11:33:23 »

sounds good, what sort of 3d modelling software do I need? XSI mod tool?
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #11 on: 2008-04-27, 17:52:00 »

XSI mod tool has all the features to get stuff into Source, but there's quite a number of plugins for 3DS Max too.  I'll leave the choice to you.
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arathalion

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Re: VTMS: Tremere Concpet
« Reply #12 on: 2008-05-20, 01:36:51 »

pretty sure you need XSI for facial rigs. please feel free to prove me wrong.
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Azraelthe7th

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Re: VTMS: Tremere Concpet
« Reply #13 on: 2008-05-20, 21:11:44 »

I'll be checking that out sometime this weekend, as Christof is very, very close to completion.
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