Anavel Gato Posted May 27, 2004 Share Posted May 27, 2004 Here a new model for the Cardboard Tube Showdown MOD (http://www.obeythetube.com) that I am running... This zombie player model is modelled by Zaron3d and skinned and rigged by my person. wire:http://www.obeythetube.com/images/characters/zombie_wire.jpg in-game:http://www.obeythetube.com/images/characters/zombie2.jpg http://www.obeythetube.com/images/in-game/ig6_2.jpg http://www.obeythetube.com/images/in-game/ig6_3.jpg http://www.obeythetube.com/images/in-game/ig6_4.jpg http://www.obeythetube.com/images/in-game/ig6_7.jpg[/url Link to comment Share on other sites More sharing options...
Miko Reglia Posted May 27, 2004 Share Posted May 27, 2004 Haha that's awsome! I love the arm... Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 27, 2004 Share Posted May 27, 2004 hehe nice work guys! Link to comment Share on other sites More sharing options...
Anavel Gato Posted May 28, 2004 Author Share Posted May 28, 2004 Thanks Thought for a while about giving the CTS characters a more cel shaded/outlined look like the Clone Wars MOD look. Does that really make the poly-count twice as high? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 28, 2004 Share Posted May 28, 2004 Yes, most of the time it doubles the polys, some "lines" can be deleted to cut down. Link to comment Share on other sites More sharing options...
Anavel Gato Posted May 29, 2004 Author Share Posted May 29, 2004 I should do a test with one of our models because I do like the look of it. But I dread the thought of having to redo the rigging of all of our player models that are ready Link to comment Share on other sites More sharing options...
MadCow1989 Posted May 29, 2004 Share Posted May 29, 2004 JK2 mod? Oh god we need it JA! This rocks Link to comment Share on other sites More sharing options...
Anavel Gato Posted May 29, 2004 Author Share Posted May 29, 2004 W switched to JA a while back .... just hadn't updated my signature Thanks for pointing that out Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 29, 2004 Share Posted May 29, 2004 Originally posted by lkraan I should do a test with one of our models because I do like the look of it. But I dread the thought of having to redo the rigging of all of our player models that are ready Cell shading is kinda like doing LODs, you dont have to re-weight anything. Here's a quick how-to: -Save your character to a duplicate max file (lets call it outline.max) -Get rid of the tags -Rename the skeleton (use renamer helper to add a _1) -Rename body parts (i call them "_outline" like hips_outline) -Save, then open original max file and merge outline.max I suggest hiding the original setup (or use the name selection rollout to hide/unhide parts of the rig) -Remove the _1 from the skeleton's bones (renamer helper) -Flip the normals of every mesh (the "_outline" version of course) -Add a push modifier below the skin modifier (scale down like -0.9) -Create a 256x256 black jpeg and assign to the outline -Unhide original player model and link the "outlined" children (hips_outline is linked to hips and so on) -Try to export Link to comment Share on other sites More sharing options...
Anavel Gato Posted May 30, 2004 Author Share Posted May 30, 2004 Thanks! I'm gonna try that out this week and will post the result. Thje player models are all about 2500 polys right now so I gotta do a little bit of a cleanup of the cloned/outline mesh. Link to comment Share on other sites More sharing options...
keshire Posted May 30, 2004 Share Posted May 30, 2004 -Try to export Ya he dares you. Link to comment Share on other sites More sharing options...
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