sweet fade even at this point, but does HL1 even support normal mapping? that and it may look strange in contrast to the low definition/low poly stuff currently in NS.. so.. after this make more high poly kharra stuff (which I think there is a drastic shortage of)
<!--QuoteBegin-BulletHead+May 31 2005, 05:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ May 31 2005, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You wont' see this in game till Half Life 3 with that many polys *whistles* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Its for the normal maps..
Nice work, finish it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Isn't it supposed to look like a human? I thought the point of the bacterium was that it forms creatures based on its surroundings. And while invading humans, where do they get their inspiration? From humans of course!
Naw actually, the stories goes that the Kharaa subsume useful spieces into its genetic library, then modifies them for heavy combat. The Fade originates from a spieces that would've turned out looking VERY human, but the Kharaa hive removed it's opposable thumbs and other features.
Besides it looks alot scarier I think when the alien starts looking like a mishappened you.
this looks impressive including the head but i prefer the head design of your other fade model. can you chop off this head and use it for another creation of your own design because it looks like a completely different alien.
when this is done will you be giving out this high poly model or just the low poly model derived from it?
btw i think it's possible for old engines to use normal mapped models except the textures have to be baked down to one texture and i think 3dsmax 7 can do that.
I think its fair to say that frostymoose isn't stupid.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So comments like that aren't really needed, especially when someone else has already said it.
texture the high poly model with as many diffuse maps, bump maps, gloss maps, specular maps as you want etc.
get the normal map generator to transfer all the textures to the low poly model automatically into 1 diffuse map, 1 gloss map, 1 specular map, and 1 normal map etc. you have now pretty much done what is necessary to create an Unreal Engine 3 model. to get your model into older engines that don't have good lighting you have to go further:
now take the low poly model with all its textures and put it in a scene, pose it, position the camera, position the lights, and instruct 3dsmax7 to bake a complete texture based on all these positions etc.
there now you have a texture for NS done without even having to paint one.
btw unfortunately it's possible 3dsmax7 won't transfer the textures from high poly to low poly model unless you pay lots of money for a plug-in.
hmm..it reminds me of somthing from Doom3. Which is very good i might add. I think it having human characteristics gives it the feeling of creatures taking over dead human bodies or somthing, like an paracitic zombie thing. Keep up the work good
hi im more or less new here but i want to say that this model is just incredible! The mix of a humanoid body and a sea creature-like head gives an impression that it has copied various elements of which we know of, thus rendering it alot more scaring considering the element its capable of copying. Maybe its some kind of filosophy behind my fear for it (If it would exist of course) but just the intimidating look of it is scary too! Lets just conclude it by saying that I wouldnt wanna meet that creature in a dark alley! It looks really scary and awesome in overall, and the model is just brilliant. Shame we probably wont see it in-game though. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
It's just a high poly model of the fade concept... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I for one think it looks cool. Hope the texture you give it will be able to complement it though. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
Hi BulletHead, long time no see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Apologies for lack of updates... Have to keep looking at anatomy refs and I made a huge mistake in making this which is that i never concepted exactly what I wanted and it's really been slowing me down at some parts playing with proportions and redoing parts. I'll put something up in a few hours.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hope the texture you give it will be able to complement it though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hopefully :X If not I'll have to find someone who can.
edit: way back when I made a highpoly fade head like the original design and it was a disaster... If you look at the fade model you really can't make much out and if you look at the concept... maybe it's just me but I couldn't make much out there either.
<!--QuoteBegin-TheUdderOne+Jun 5 2005, 04:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheUdderOne @ Jun 5 2005, 04:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think its fair to say that frostymoose isn't stupid.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So comments like that aren't really needed, especially when someone else has already said it.
Nice model frosty. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I was pointing it out again for Vipr.
vipr... I know about baking, but... please, the 3ds max isnt the ONLY flipping PROGRAM OUT THERE. That said, I dont know if my app can bake shadows from a normal map and i'm 90% sure it can't bake shadows from a hi to a lo...
alright I exaggerated.... I said a few hours but umm.. tomorrow it will be. I kinda lost track of time... curse you advance wars !! You think you've played for a mere 10 minutes but alas... 6 hours have passed.
arms redone and unfortunately detached. Have to redo most of the area around there now. The back seems a little over-defined. I don't think I'll be modelling much, if any, infestation. It'll probably be added into the normal map later converted from a bump map.
I LOVE THAT THING, i would use that all the time, dude everything about that is perfect, i think its allot more menacing looking than the current fade, get that thing working, if you could just try to make it norm pollies for current ns and lets see how it handles
Comments
but it still looks damn sexy
keep up the good work!
It kinda resembles a mutant shark/orca. The shorcas are attacking, Myrtle.
RESISTS... UBER... AMOUNTS.. OF TEMPATION...
>_<
:shoots self:
:head lands on mouse1:
:which is hovering over post reply button... without flapping:
Its for the normal maps..
Nice work, finish it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
spieces into its genetic library, then modifies them for heavy
combat. The Fade originates from a spieces that would've
turned out looking VERY human, but the Kharaa hive removed
it's opposable thumbs and other features.
Besides it looks alot scarier I think when the alien starts
looking like a mishappened you.
<a href='http://www.lunixmonster.org/hosted/grayduck/oldmanual/alien_fade_inherent.html' target='_blank'>Quick Read</a>
Personally, I love the head.
when this is done will you be giving out this high poly model or just the low poly model derived from it?
btw i think it's possible for old engines to use normal mapped models except the textures have to be baked down to one texture and i think 3dsmax 7 can do that.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So comments like that aren't really needed, especially when someone else has already said it.
Nice model frosty.
layout the uv coordinates on both models.
texture the high poly model with as many diffuse maps, bump maps, gloss maps, specular maps as you want etc.
get the normal map generator to transfer all the textures to the low poly model automatically into 1 diffuse map, 1 gloss map, 1 specular map, and 1 normal map etc. you have now pretty much done what is necessary to create an Unreal Engine 3 model. to get your model into older engines that don't have good lighting you have to go further:
now take the low poly model with all its textures and put it in a scene, pose it, position the camera, position the lights, and instruct 3dsmax7 to bake a complete texture based on all these positions etc.
there now you have a texture for NS done without even having to paint one.
btw unfortunately it's possible 3dsmax7 won't transfer the textures from high poly to low poly model unless you pay lots of money for a plug-in.
Which is very good i might add. I think it having human characteristics gives it the feeling of creatures taking over dead human bodies or somthing, like an paracitic zombie thing. Keep up the work good
Maybe its some kind of filosophy behind my fear for it (If it would exist of course) but just the intimidating look of it is scary too! Lets just conclude it by saying that I wouldnt wanna meet that creature in a dark alley!
It looks really scary and awesome in overall, and the model is just brilliant.
Shame we probably wont see it in-game though. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
(great yes but still)
Hi BulletHead, long time no see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hope the texture you give it will be able to complement it though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Hopefully :X If not I'll have to find someone who can.
edit: way back when I made a highpoly fade head like the original design and it was a disaster... If you look at the fade model you really can't make much out and if you look at the concept... maybe it's just me but I couldn't make much out there either.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So comments like that aren't really needed, especially when someone else has already said it.
Nice model frosty. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I was pointing it out again for Vipr.
alright I exaggerated.... I said a few hours but umm.. tomorrow it will be. I kinda lost track of time... curse you advance wars !! You think you've played for a mere 10 minutes but alas... 6 hours have passed.