Well, I have been trying to keep it under the wraps for a while due to the horrendously slow pace that I work, but now that J0linar released his playermodel, I thought I might as well showcase mine.
This is actually the 8th iteration of my playermodel, but only the 4th one that survived to make it to public release. Here, I realised my biggest problem that I had with the previous model: I cared too much about the minor details. Back then, I would spend hours to get some nice deformations on the elbows and knees, and fail. It was only after careful examination that due to the nature of video games, it doesn't really matter because you rarely have time to stand and examine another player up close. Taking this in mind, I skimped on other things as well such as face detail, which would be sufficiently provided by textures.
By reducing unnecessary polygons, I can finally afford (in terms of poly count) to concentrate details on the bigger picture. For instance, the limbs are now hexagonal (cross-section) making them look nicer from almost all angles.
Compare this to my old playermodel [oh right, old forum's gone :| ] and it is now more detailed with less triangles (1100 vs 900). By the way, the original playermodel is 700 triangles.
Anyways, modelling and rigging are done. All that is left are skins and animations. Anybody who wants to skin may do so, but I have to warn you, I'm only providing it in Blender format because it is the only one so far that can store skeletal information. Apparently the Milkshape export gives static meshes only, and I do not want to go through rigging again. It took me weeks.
I can't spend much time on this work, though, as I have my engineering course applications and exams coming up.
Download 4.0 Alpha3
Download 4.0 Alpha2
Download 4.0 Alpha1
Cheers,
LeeZH ([aCKa]Ki113r)
PS: My college has re-imposed the blocking of game ports so I can't play online. :(
PPS: Placeholder weapon model is CC-BY-SA 3.0 Kingofthecrows. I'll remove it in the final version. Removed because it got in the way.
PPPS: The md2 (in-game playable) format would only be available when it loses the alpha status. No point playing with something that isn't complete yet.
This is actually the 8th iteration of my playermodel, but only the 4th one that survived to make it to public release. Here, I realised my biggest problem that I had with the previous model: I cared too much about the minor details. Back then, I would spend hours to get some nice deformations on the elbows and knees, and fail. It was only after careful examination that due to the nature of video games, it doesn't really matter because you rarely have time to stand and examine another player up close. Taking this in mind, I skimped on other things as well such as face detail, which would be sufficiently provided by textures.
By reducing unnecessary polygons, I can finally afford (in terms of poly count) to concentrate details on the bigger picture. For instance, the limbs are now hexagonal (cross-section) making them look nicer from almost all angles.
Compare this to my old playermodel [oh right, old forum's gone :| ] and it is now more detailed with less triangles (1100 vs 900). By the way, the original playermodel is 700 triangles.
Anyways, modelling and rigging are done. All that is left are skins and animations. Anybody who wants to skin may do so, but I have to warn you, I'm only providing it in Blender format because it is the only one so far that can store skeletal information. Apparently the Milkshape export gives static meshes only, and I do not want to go through rigging again. It took me weeks.
I can't spend much time on this work, though, as I have my engineering course applications and exams coming up.
Download 4.0 Alpha3
Download 4.0 Alpha2
Download 4.0 Alpha1
Cheers,
LeeZH ([aCKa]Ki113r)
PS: My college has re-imposed the blocking of game ports so I can't play online. :(
PPS: Placeholder weapon model is CC-BY-SA 3.0 Kingofthecrows. I'll remove it in the final version. Removed because it got in the way.
PPPS: The md2 (in-game playable) format would only be available when it loses the alpha status. No point playing with something that isn't complete yet.