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Author   Topic : "q3 skin for troll model"
ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Sun Apr 22, 2001 1:53 am     Reply with quote
i have been making a skin for the troll model that was made by NilreMK. now ..im new to the whole skinning scene..and this will probably be my only skin that ill ever make for q3 ( though we never know )

what im going for in this skin is to make him look closer to what i had when i made the original concept sketch back in january. ( not identical..just closer )

by the way...anyone on this forum know how i could add a shine/reflection shader onto his metal parts?. a good example would be the crash model where her armor pieces are reflecting an environment map. ( i havent had success in replicating the effect

well..heres what i got so far.



so..if anyone knows how to do that shine effect can you email me?. thanks.

( ps: on this skin i havent painted over his uniform yet. )
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surferboi
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Joined: 08 Jul 2000
Posts: 311
Location: Seb, Florida Usa

PostPosted: Sun Apr 22, 2001 2:07 am     Reply with quote
Very cool!
nice textures i especially like the mouth. I think the textures add a lot to the model with the attention to detail on the backpack and face.
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Guy
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Joined: 29 Feb 2000
Posts: 602
Location: British Columbia, Canada

PostPosted: Sun Apr 22, 2001 3:12 am     Reply with quote
i like it. the grin he has is cool . are you going to put smooth groups on it? or does the quake engine do that on its own?

well keep up the good work
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Sun Apr 22, 2001 10:39 am     Reply with quote
update
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bishop
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Joined: 10 Apr 2001
Posts: 17
Location: Fairbanks, AK, USA

PostPosted: Sun Apr 22, 2001 12:55 pm     Reply with quote
Greate looking q3 model.

I liked it better without the shine on the face. I think a troll skin just wouldn't be that shiney (rough and gritty not polishable). I'm not very familiar with q3 modeling/texturing but if there was a way to give shine to just his backpack it would do the eye-candy-trick and still keep the wonderful character in the face.
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faustgfx
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Joined: 15 Mar 2000
Posts: 4833
Location: unfortunately, very near you.

PostPosted: Sun Apr 22, 2001 1:34 pm     Reply with quote
not a bad looking texture.
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Sun Apr 22, 2001 2:00 pm     Reply with quote

im glad you likes
what i want to do is give the backpack..and some other parts a little reflection..thats it...
i tried that shader editor and i got the look that i was going for..it worked..yes..but not in the game..which is very bogus.
im placing the shader file into the scripts folder...so i dont know what is wrong...im thinking of just giving up on that idea...
the other thing i was looking into is making a minor pulse effect where hes got circutry in his neck...and perhaps his backpack..none of these things would be final..but i want to see how they would look...if anyone knows what i might be doing wrong...please do tell
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Sun Apr 22, 2001 5:08 pm     Reply with quote
oh...and heres an explaination of what ive done already.

right behind this link
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micke
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Joined: 19 Jan 2000
Posts: 1666
Location: Oslo/Norway

PostPosted: Sun Apr 22, 2001 9:24 pm     Reply with quote
Original!
Add some smoothing groups to that mutha and you have a winner!
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Flasher
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Joined: 09 Jul 2000
Posts: 8
Location: Ottawa, Canada

PostPosted: Sun Apr 22, 2001 11:21 pm     Reply with quote
holly !%!@%!%

ambient-whisper, i hope to god this isn't your last skin...you do realize you could probably march into any game dev company and demand they hire you as a skinner eh ? Sure at first they may think you're a cocky bastard...but give 'em 5 mins to cool down and the next thing you'll know is that you'll have yourself a job

As for the shine/reflection shaders...hop over to www.skindom.com (should be back up later today or tomorrow, we just had to update the DNS records and Network Solutions is slow as balls at doing that)

[ April 22, 2001: Message edited by: Flasher ]
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Subhuman
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Joined: 06 Mar 2001
Posts: 101
Location: Dallas Tx

PostPosted: Sun Apr 22, 2001 11:28 pm     Reply with quote
To Make Shiney Metal-

Go Download Q3Arena Shader Editor(Q3ASE you can get it here)
Then go
here to check out how to use it. Its really pretty easy and gives you a preview of how it will look in game.

But I really think you should leave the metal as is. A shine really just wouldnt look right on that metal.
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NilreMK
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Joined: 19 Jan 2001
Posts: 33
Location: Canada

PostPosted: Mon Apr 23, 2001 6:47 pm     Reply with quote
Well your skin looks really good so no surprise here I'll try to fix some animations and add LODs for the model but I just picked up a contract with a tight deadline so we'll see how it goes.

-N
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SouL
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Joined: 26 Jan 2001
Posts: 43
Location: Tracy, CA

PostPosted: Mon Apr 23, 2001 9:30 pm     Reply with quote
sweet skin whisp i really like his face and the teeth. as for the shader, i think the metal looks fine. maybe you can use a shader to add some pulsating or traveling light between the cracks in his backpack?
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Tue Apr 24, 2001 6:05 am     Reply with quote
okie. i got all the shader work done but its not as great as i would have hoped it would be. see..it looks great...but...its slows the computer a lot! i didnt do a reflection. instead i made a specular effect so it gives it a nice shine thats defined by an alpha map. on top of that i mixed it with another shader that makes a electrical gradient pulse go through the backpack. neck...and his spikes. it loks great..but i think ill pass on the gradient effect on the backpack. he is very playable on 16 bit colour...but on 32bit it slows down to about 25-30 frames per sec. ( this is on a p3 800 with a geforce2 )( test was made on that space level with elevators, and 8 bots )
on 16 bit though im back up at 60fps so thats a lot better
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ambient-whisper
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Joined: 07 Jan 2001
Posts: 207
Location: through the door, take a left, down the stairs, and youll find me.

PostPosted: Wed Apr 25, 2001 12:56 pm     Reply with quote
well..im close to being done. i got to get rid of the black spots...and add some more detail to some parts.
hes got a specular shader on his back pack..and a gradient electric pulse that slowly flows throughout his body



[ April 25, 2001: Message edited by: ambient-whisper ]
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NilreMK
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Joined: 19 Jan 2001
Posts: 33
Location: Canada

PostPosted: Wed Apr 25, 2001 6:41 pm     Reply with quote
hahaha omg I never though he'd end up looking that great, nice job! I remember posting on polycount's messageboard, asking if anyone wanted to make additionnal skins for him, not getting a single reply... That'll show them! By the way I pimped your images in that board, a few people have commented on them.

-N
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