Kai wrote:Today i started a new model , in order to replace the old shotgun.
Looking for some good design i decided to use a real weapon.
It a Benelli M4, not finished yet. It about 2000 polys so a nice detailed model (what i had in mind).
So far i like it, lets see how it will look with textures in Ca3D
Carsten wrote:Hi Kai! Excellent screenshots!
I'm really looking forward to learn how they look in the engine!
Stormtrooper wrote:Wow,looks fantastic & detailed and the texture rocks!
Kai wrote:Thanks, it is my first attempt to model a real weapon, but it was very easy after i found some reference images (more than just a simple sideview but some detailed shots)
As i said the polycount is not optimised, and this is only the firstperson-model version, i create a slightly more lower version for the world/player model.
Currently im finishing the hand model for the first person, that will also have a very nice nmap on it (my highres version is finished )
Oh yeah i need help with the animation/scaling aspect !!
Could someone give me the correct scaled version of the skeleton that is used in Ca3D and is ready to import into max without any error ? I dont have milkshape anymore and i would prefer to leave this as it is (i really dislike Milkshape sorry XD)
The old HL1 mdk is outdated and not working properly for my current version of Max, so if someone could help me with that i would be very happy
Stormtrooper wrote: Nice nice nice! Here's a Zip-File including the James player model as 3ds, ase, obj and lwo!
Kai wrote:Thanks Stormtrooper, but this is not what im looking, they all contain only geometry, but not the skeleton hirachy im looking for.
Only the ase file is containing some inormation about the bones, but ase can not be imported into Max (only exported )
I know that HL1 MDK used the old biped coming with characterStudio, but i dont know the scale, and i also need the complete bone hirachy...
Stormtrooper wrote:Oh, I just saw this, I didnt know that these files do not contain bones (or if its just an exporter error. Can 3D max handle SMD (Half Life) or md3 (Quake 3) files?
Kai wrote:Well if so, only via plugins, and in most cases only as export ..
Somehow its very simple , i just need to know how high the biped in the firstperson mode is (i can scale it myself for the third person mode, cause i got the trinitymodel in geometry), could it be, that it is the same high at all like the thirdperson ?
Im currently reading out the old HL1 MDK doc "Modelling and Animating in HL1"..
Stormtrooper wrote: OK, here is a comparison screenshot!
http://home.arcor.de/stormtrooperger/ca ... sition.JPG
High is the same, but not the position, as you can see it for yourself - it's right in the middle
Kai wrote:Position is relativ ^^ So thats all i wanted to know
The last thing would be a hiraical structure of the skeleton, but i will already change some things there
thx anyway to solve my problem Storm
Shadow wrote:looks nice man. it would be cool if the engine could handle a tac lite on the bottom of it.
Kai wrote:Here is a small wip of the new player arm model, i started the highres mesh quite a while ago but didn't find the time to finished it.
Now im on it and since this will replace the current arm i was very eager to get the best possible result.
So here is the (partly) normalmapped arm, only with a single color and some minor specular effect
http://www.mdkai.de/anderes/Arm_1.png
The model is about 700 Poly and not shape optimised because it was reduced manually from the highres version to perfect match. I will optimise the shape later ^^
Carsten wrote:Well, I think that I've seen an earlier version of these before, but these ones look even better.
Really looking forward to see them finished - I'm sure they'll look awesome!