Project Stealth

Archives => Presentation Forum => Topic started by: goodkebab on February 18, 2007, 01:51:42 AM

Title: Spy model...in progress
Post by: goodkebab on February 18, 2007, 01:51:42 AM
Just a quick render test of the modelling I am doing...no textures...no normal maps

Hope it gets you guys excited.

The texturing and normal mapping is where it all comes together guys.  Right now i have to concentrate on profile, lines, and volume.  Its about 5000 triangles at the moment with plenty of room for me to optimize it.


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F3313%2Fmodelrenderqm7.jpg&hash=1fe781cc92ab4d793b5979d8a60e907951c29974)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F3555%2Fmodelrenderclosetf1.jpg&hash=befbb6a45b55e95482ef0f71de24184947f5240b)
Title: Re: Spy model...in progress
Post by: Gui Brazil on February 18, 2007, 02:19:05 AM
Go kebab. o/
Title: Re: Spy model...in progress
Post by: goodkebab on February 18, 2007, 02:30:21 AM
did some tweaks...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg149.imageshack.us%2Fimg149%2F7291%2Fmodelrenderclose2xk7.jpg&hash=5d141c673eaa3eb0c846ca4960ba6909956049a5)
Title: Re: Spy model...in progress
Post by: element54 on February 18, 2007, 02:57:12 AM
suhhh..weeet...

Title: Re: Spy model...in progress
Post by: MR.Mic on February 18, 2007, 06:24:48 AM
Very nice
Title: Re: Spy model...in progress
Post by: a3c0i3d on February 18, 2007, 07:21:02 AM
OMFG nize
Title: Re: Spy model...in progress
Post by: Raz0rx on February 18, 2007, 07:50:31 AM
Looks like he's wearin' sunnies :D
Nah he's pretty cool, i loiek!  ;)
Title: Re: Spy model...in progress
Post by: Overstatement on February 18, 2007, 07:59:50 AM
Spies don't wear boots  ::)
Title: Re: Spy model...in progress
Post by: goodkebab on February 19, 2007, 07:24:57 AM
boots are fixed..
Title: Re: Spy model...in progress
Post by: Vega on February 19, 2007, 11:11:26 AM
looks very nice, I liked the tweak version quite a lot.
Title: Re: Spy model...in progress
Post by: goodkebab on February 22, 2007, 08:23:30 AM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F9343%2Fmodelrenderhihz9.jpg&hash=b3e409534d61c3874007c652302537f59079319c)
Title: Re: Spy model...in progress
Post by: Zedblade on February 22, 2007, 09:19:46 AM
Quote from: goodkebab on February 04, 2007, 11:43:30 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F9343%2Fmodelrenderhihz9.jpg&hash=b3e409534d61c3874007c652302537f59079319c)

look at all that junk between his legs, if he tries to climb over a fenc, it will get snagged and ripp off!!  :'(
Title: Re: Spy model...in progress
Post by: Overstatement on February 22, 2007, 09:50:33 AM
In the concept art, I liked the idea of well defined body armor (chest and belly) but here, I have no idea where it ends, it's just not seperated enough from the swimsuit. Is the 6 pack part of the armor? The three holes in the eyes....they shouldn't actually be holes, right? Shouldn't it have like a dome-ish thing coming out of them which are LED lights? In CT SP, I liked Sam's big well defined arm muscles upon muscles, was hoping you were going to do that here. Also, the forearms are just weird (probably work in progress, wait for gadgets?). All in all, the concept was that the spy had a bunch of stuff that were seperate but attached to his body, the model looks (more or less) one big thing. Where are the bands that hold the goggles on? We need more back (butt) shots.
Title: Re: Spy model...in progress
Post by: goodkebab on February 22, 2007, 04:58:39 PM
i did not mention this...but the arms and legs are not even touched yet....so ignore them for now.

Also, i will be sharpening the edges to give the armor a more crisp look.
Title: Re: Spy model...in progress
Post by: goodkebab on February 22, 2007, 05:04:53 PM
Overstatment...i am still fairly true to the concept art.  At this moment i am defining the lines for the armor.

Muscle comes next....dont forget you are essentially looking at an unfinished normal map. 
Title: Re: Spy model...in progress
Post by: Overstatement on February 22, 2007, 11:51:37 PM
Quote from: goodkebab on February 05, 2007, 08:24:53 AM
Overstatment...i am still fairly true to the concept art.  At this moment i am defining the lines for the armor.

Muscle comes next....dont forget you are essentially looking at an unfinished normal map. 
Hooray! When I look at it, I would like to see the skin tight suit and the armor as two distinct levels. I don't want armor to end by blending into the skin, each armor thing should have the same(ish) thickness throughout the thing. Not sure how this would translate into the normal map.
Title: Re: Spy model...in progress
Post by: The-Chicken6 on February 23, 2007, 12:28:10 AM
hey man,

it look realy good  ;D but it just looks like he is wearing a sort of american police glasses... but the rest is realy cool! keep up the good work guys
Title: Re: Spy model...in progress
Post by: goodkebab on February 23, 2007, 06:32:41 AM

Soon, i will be taking parts into Mudbox and start working in the millions of polygons.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg128.imageshack.us%2Fimg128%2F1743%2Fmodelrenderhi3xr3.jpg&hash=2d545655477b74cc85b4c809426fe4a3ced14e62)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F2624%2Fmodelrenderhi2en6.jpg&hash=3710b550baeb21ceba4c0068ec63859fbcd16704)
Title: Re: Spy model...in progress
Post by: goodkebab on February 23, 2007, 09:27:46 AM
here is a real time vid in the viewport

http://www.filefactory.com/file/640c4c/ (http://www.filefactory.com/file/640c4c/)
Title: Re: Spy model...in progress
Post by: ininjai on February 23, 2007, 07:07:47 PM
wow!
Title: Re: Spy model...in progress
Post by: Lurch on February 24, 2007, 07:26:06 AM
Looks much like the protagonist in Crysis (especially the back).
Title: Re: Spy model...in progress
Post by: goodkebab on February 25, 2007, 02:28:15 AM
normal mapping begins!

This boot is nearly 2 million polys to get this detail

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F7992%2Fbootar7.jpg&hash=0233aaf1dc23fdee1a8be623795741d6980ab0b5)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F5186%2Fboot2td1.jpg&hash=00bdd213afaa941076fcd56044ae06be70d1b3b4)
Title: Re: Spy model...in progress
Post by: goodkebab on February 25, 2007, 03:10:01 AM
i have entered this into a competition...make sure you help me out when it comes to vote time


http://www.gameartisans.org/contests/events/1/team3/view_entries_1.html (http://www.gameartisans.org/contests/events/1/team3/view_entries_1.html)
Title: Re: Spy model...in progress
Post by: Lurch on February 26, 2007, 04:26:36 AM
I lubb the asymmetric goggles where there are 3 dots only on the other side. Pleeezzai!
Title: Re: Spy model...in progress
Post by: goodkebab on February 26, 2007, 06:33:16 AM
here is the muscle...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F3782%2Fthighhies3.jpg&hash=c08970c71f4eb3238e3a65b05eeb860945358662)
Title: Re: Spy model...in progress
Post by: frvge on February 27, 2007, 06:29:47 AM
Looks GREAT :)
Title: Re: Spy model...in progress
Post by: Lurch on February 27, 2007, 07:32:49 AM
Holeu SHIZ!
Title: Re: Spy model...in progress
Post by: Raz0rx on February 28, 2007, 12:17:26 PM
I think the spy would look cooler with the tri-light thing on one eye only, but that's just me.
The rest is coming out really well though.
Title: Re: Spy model...in progress
Post by: psyichic on March 01, 2007, 04:44:10 AM
I have to agree with Razorx. The asymmetrical goggles seem much more....original. But once again that's just my opinion.

Must say though I love the model! and the armor looks absolutely wonderful. Just wondering if you can give us a close up of the face on the side though? It just seems like the ears are sticking out and don't looks like they are under the hood. Anyways its looking great kebab! That boot is truly amazing......never thought I would ever actually like shoes.....
Title: Re: Spy model...in progress
Post by: goodkebab on March 02, 2007, 05:11:06 AM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F7720%2Farmvu4.jpg&hash=d9b82698ee4089da5e6c55389e9c8d5e6fd8a356)

thats the arm piece with LCD...it forms a kind of gauntlet...i will add the tubing later...to make it so it is no longer symettrical

btw:  if you have not noticed...i am doing piece by piece...saving the head for last. 
Title: Re: Spy model...in progress
Post by: frvge on March 02, 2007, 06:05:23 AM
Keep 'em coming kebab!  8) It's looking gorgeous (from a non-artistic PoV)
Title: Re: Spy model...in progress
Post by: goodkebab on March 02, 2007, 09:46:01 PM
here is the upper arm....I am really loving mudbox by now.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg122.imageshack.us%2Fimg122%2F2120%2Fcompletearm2gq6.jpg&hash=559f3f6a2c35fd8eeea37b244db48c9b734ff7f9)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F9012%2Fcompletearm1ii0.jpg&hash=bbb3cf48422c70a3084968cd881b13e83c5c779c)
Title: Re: Spy model...in progress
Post by: Overstatement on March 02, 2007, 11:30:47 PM
I think we're getting a little too carried away with the muscles.
Title: Re: Spy model...in progress
Post by: frvge on March 03, 2007, 12:27:12 AM
Meh, you won't notice it when you're playing.
Title: Re: Spy model...in progress
Post by: MR.Mic on March 04, 2007, 02:07:19 AM
Quote from: Overstatement on February 13, 2007, 02:50:47 PM
I think we're getting a little too carried away with the muscles.

How else would you be able to climb a pipe while holding yourself outward from it indefinitely?
Title: Re: Spy model...in progress
Post by: Overstatement on March 04, 2007, 06:59:21 AM
Double sided tape on the fingertips. Spiderman does it...
Title: Re: Spy model...in progress
Post by: frvge on March 04, 2007, 07:48:15 AM
Spiderman is a faker.
Title: Re: Spy model...in progress
Post by: MacBryce on March 07, 2007, 01:04:07 AM
Spiderman iz teh h4x0r
Title: Re: Spy model...in progress
Post by: Valserp on March 11, 2007, 01:49:54 AM
I want to suck out Kebab's imagination with a straw.
Nice opsat.
Title: Re: Spy model...in progress
Post by: Tidenburg on March 11, 2007, 04:44:06 AM
Make a Girl Spy :P
Title: Re: Spy model...in progress
Post by: goodkebab on March 12, 2007, 12:58:08 AM
Screen capture.....this is color texture only...no normals maps yet.  I thought i needed a break from normal mapping in order to get a better idea of the texture design.  I was starting to get carried away with the normal maps.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F7302%2Fcolorshoted3.jpg&hash=c4c30770a9f37da29c99cdc12531b2c340ec8949)
Title: Re: Spy model...in progress
Post by: Tidenburg on March 12, 2007, 02:35:18 AM
Nice that looks awesome.

Keep up the good work  ;D looks much nicer than the DA spies already and its not even finished.

Few comments:
Can you repost another so we can see what it look like blue coz im sure itd look better?
Are those lines down the back of the legs gonna be there in the final product?
The greys need to be much darker, he looks metalic/terminator.
The screen on his arm looks really good.
Title: Re: Spy model...in progress
Post by: frvge on March 12, 2007, 03:49:46 AM
The screen is definately extremely cool and I really like it overall. Only the goggles are too SC-ish (trademark...)

It looks like this is a low-res model to be used for ingame, because I can't see the detailed muscles etc. Is that correct?
Title: Re: Spy model...in progress
Post by: goodkebab on March 12, 2007, 05:53:36 AM
yeah...no normal mapping....so you are not seeing any muscles at this point.  That comes next...basically i need to do both at the same time to get a feel for the textures...and the normal maps have to match the textures.

The line you see is actually is the open gl shading of the graphics card at work.  Thats actually a polygonal edge wich you will not see ingame.


Btw:  I want the spy to be slightly greyish-silver in bright ambient settings...and then fade to near black in darker settings.  Reason is...both technically -grey is better camoflauge at night and the silver effect i like.
Title: Re: Spy model...in progress
Post by: Overstatement on March 13, 2007, 05:32:34 AM
Where are the tubes?!

I don't get a "feel" of what the materials are. The gray parts look like he's made of stone and the black parts are made of...black stone. Yeah, he feels like a statue. Parts of the normal map have patterns on them (honeycombs on half of the arms), don't you need to match that on the diffuse texture?
Title: Re: Spy model...in progress
Post by: Zedblade on March 13, 2007, 06:50:04 AM
Quote from: Overstatement on February 23, 2007, 08:52:34 PM
Parts of the normal map have patterns on them (honeycombs on half of the arms), don't you need to match that on the diffuse texture?

not necessarily

anyway, on another note, the green seems to ct ish to me :/
Title: Re: Spy model...in progress
Post by: goodkebab on March 13, 2007, 11:24:53 AM
added carbon fiber to the armor...fixed the normals.

still no normal map. 

Tubes are not in yet...i have them modeled...but i cannot use them as geometry. 
When I bake the normals, it will include the tubes...which will serve as a guide for the
texturing.

What see now is the evolution of the texturing.  Previously...what you saw was just
a single procedural shader baked to texture and then tweaked in photoshop.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F552%2Fspycarbonfiberoy5.jpg&hash=85c5c083bc4f5008c8bbdb49dcf353c1804a03d6)
Title: Re: Spy model...in progress
Post by: Overstatement on March 13, 2007, 12:41:50 PM
Quote from: goodkebab on February 24, 2007, 02:44:53 AM
Tubes are not in yet...i have them modeled...but i cannot use them as geometry. 
When I bake the normals, it will include the tubes...which will serve as a guide for the
texturing.

Can you "bake"(project) the tubes into the maps without making it look werid? I'm thinking the tubes are a little too far out from the surface of the model to do without any vertices. Just to be clear, I'm talking about the green tubes from the concept art that I haven't seen in any of the models yet.

Also, it really looks like there is no possible way to get in or out of the suit. Maybe you could put a heavy duty zipper on the back of the head and back (I know, you've already modelled it and it will be too much work. Lazyness is a perfectly acceptable reason for me). Maybe that's what that thing on his spine is suppose to be but I can't understand it.

And maybe this would be a good point to figure out where is his gun and holder are.

It's shiny, are you planning one of those fancy specular maps?

Just out of curiosity, how will you animate the shoulders? The shoulder armor is inflexible but the suit below is. You can't just adjust the influence envelope of the bone to not affect the armor, right? Don't you need space between the shoulder and the shoulder armor?
Title: Re: Spy model...in progress
Post by: goodkebab on March 13, 2007, 06:54:45 PM
no worries about animating....the skin weights should accept 3 bones per vertices. 
The armor is only hard in front and back....the collar is flexible.

The tubes will be in the texture only...and normal map(takes 2 many verts to add...can try if it is really bad).  The same goes for zippers and buttons...again, the normal will serve as a guide for these fine details in the texture map. Once i bake the normal map...i will use it as a guide for accurately painting these details.

You have to understand there is a certain amount of distortion going on in the texture map in order for it to appear distortion free on the 3d model (problem with low poly models).

Same goes for the gun...which i still have to model...it needs the normal map finished first.
Title: Re: Spy model...in progress
Post by: Overstatement on March 13, 2007, 11:16:41 PM
Quote from: goodkebab on February 24, 2007, 10:14:45 AM
You have to understand there is a certain amount of distortion going on in the texture map in order for it to appear distortion free on the 3d model (problem with low poly models).
I don't understand.

Quote from: goodkebab on February 24, 2007, 10:14:45 AM
The tubes will be in the texture only...and normal map(takes 2 many verts to add...can try if it is really bad).  The same goes for zippers and buttons...again, the normal will serve as a guide for these fine details in the texture map. Once i bake the normal map...i will use it as a guide for accurately painting these details.
So there will be zippers? Awesome! (BUTTONS?!)

Quote from: goodkebab on February 24, 2007, 10:14:45 AM
no worries about animating....the skin weights should accept 3 bones per vertices. 
The armor is only hard in front and back....the collar is flexible.
Won't the hard armor at his front make it hard for him to go into his crouch position since he does bend forward? And a note on bone weights, there is a preprocessing thing programmers can do if you only have 1 bone weight per vertex in the entire model. So if you can, use only one bone weight. However, a character that fills your screen for the entire game is justified to have 3. But for anything else that uses bones (do mercs need 3 since they can't see themselves?), keep in mind that one weight is good, two weights will incur the cost of an extra calculation AND the cost of not doing the preprocessing, 3 and beyond will only add another calculation. So keep it at one if you can. If three will made a visual difference, don't be cheap, use three. Otherwise, if the third will add little if anything, use two.

Also (may not apply as much to PCI-E cards), since graphic cards only take vertices that are the same size (in memory), each vertex will be the size of your largest one. So if you're going to make one vertex have 3 weights, you should make as many as possible have 3 weights. This applies to hardware skinning which I haven't been able to fully understand (so I may be wrong) because I have no idea how to make a shadow volume from a hardware skinned model, tell me how!
Title: Re: Spy model...in progress
Post by: goodkebab on March 13, 2007, 11:53:34 PM
Rigid binding  (vertice is bound to only 1 bone)  is out of date technology and appropriate only when doing machinery or things that do not bend.  Even the DS accepts smooth binding (vertice can be weighted to 3-4 bones).  Shoulders and Hips require 3 weights....in order to get accurate blending.  Armour will help isolate the deformation problems. Limbs and Head require 2.  Take into account...the weighting between the joints will only blend at the midpoint between 2 joints.  So the entire head will have only 1 bone...but where the head meets the neck you need to blend the weights.

The armor is designed to be flexible, only the ribcage has hard armor.  The vertebrae between your shoulders is inflexible and does not bend....the armor is designed around this idea.

Regarding texture distortion:  Take a low polygon sphere with good UVs, and map a checker texture to it.  You will get texture distortion at the poles.  To overcome the distortion, you have to compensate and actually paint a distorted texture.
Title: Re: Spy model...in progress
Post by: Overstatement on March 14, 2007, 12:06:20 AM
Out of date technology is my specialty!

Performance is never out of date.
Title: Re: Spy model...in progress
Post by: Lurch on March 14, 2007, 02:09:07 AM
The belt looks weird (it doesn't go straight around the waist, exept from behind) and I feel the legs aren't tall enough. Hopefully we'll see pockets modeled soon. Or does he carry all his alarm snares in his rectum?
Title: Re: Spy model...in progress
Post by: Valserp on March 14, 2007, 11:59:18 PM
What happened to the goggles?  :-\
Title: Re: Spy model...in progress
Post by: Tidenburg on March 15, 2007, 12:15:24 AM
 Yeah I liked the concept goggles aswell and his legs are really short
Title: Re: Spy model...in progress
Post by: frvge on March 15, 2007, 03:20:42 AM
This isn't the final head AFAIK  ???
Title: Re: Spy model...in progress
Post by: goodkebab on March 15, 2007, 10:31:33 AM
I have not done anything with the head yet.

These are screenshots with normals.  :)

With textures as well...


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg86.imageshack.us%2Fimg86%2F1614%2Fspybackuh4.jpg&hash=d80a32df4d7aae9d9e7d6caa2404beb5e6aa58a4)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F4442%2Fspyfrontspymu3.jpg&hash=62abc83aa26721d54cb2c47ad5105d29fcfbdb74)


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F917%2Fspyfronthn5.jpg&hash=02001f1ca4799cd275dfbc5229da1ddcc19cc64d)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg503.imageshack.us%2Fimg503%2F2433%2Fnormalsclosefe8.jpg&hash=cb9c5d13f0ca864df84bb068e5ef85848c0a1692)
Title: Re: Spy model...in progress
Post by: Overstatement on March 15, 2007, 11:27:24 AM
Did it come out the way YOU wanted it?
Title: Re: Spy model...in progress
Post by: seefoo. on March 15, 2007, 05:00:26 PM
good stuffs bob.  just one thing that bothers me in all the pix.  the legs look about 2 inches or so too short in relation to his body, maybe its just me.  other than that it looks crazy.
Title: Re: Spy model...in progress
Post by: frvge on March 15, 2007, 06:03:16 PM
This one has more visible arms. The Concept Art is completely covered and has more green tubes. I miss the OPSAT screen thing. Can we have a more detailed pic of the knees down to the feet?

I really like the plates on the back and the front armor.
Title: Re: Spy model...in progress
Post by: goodkebab on March 15, 2007, 06:11:49 PM
^^  I will post more screenshots once the texturing is done.  The missing opsat will return.  I had to remove it because the opsat is on the left arm and the tubes are on the right.  That makes an asymmetrical texture map so i have to change the UVs.

I will also tweak the legs.  The newest screenshots already had some tweaks on the belt.  Ironically, the legs are realistically proportioned,  but we like to see comic book style characters with long legs and small heads.

All of this is work in progress, and I am glad for the feedback as I go.  I am now at a stage where major design changes are to expensive to do.  Small things like proportion changes are possible.

All will be adding grenades/pouches to his suit soon.
Title: Re: Spy model...in progress
Post by: goodkebab on March 15, 2007, 09:45:54 PM


here are the fixed opsat and tubes...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F6271%2Femissivetestsso0.jpg&hash=0e07464a482dc96464f934ee1bd08da298ffb418)
Title: Re: Spy model...in progress
Post by: frvge on March 16, 2007, 02:59:45 AM
Sweet :)
But why did you change the covered arms to a more uncovered version?
What about some more lights on the shoulders/back?
Title: Re: Spy model...in progress
Post by: Tidenburg on March 16, 2007, 06:34:07 AM
That is one of the most impressive things ive ever seen done in 3d. Great job! Make alternate suits like DA had and one without skin showing
Title: Re: Spy model...in progress
Post by: Overstatement on March 16, 2007, 01:27:16 PM
I'm not actually seeing normal maps in play. Can you either post a video with a moving light or take 2 shots in the same position, one with normal maps and one without?
Title: Re: Spy model...in progress
Post by: MR.Mic on March 16, 2007, 05:06:09 PM
Quote from: Overstatement on February 27, 2007, 04:47:16 AM
I'm not actually seeing normal maps in play. Can you either post a video with a moving light or take 2 shots in the same position, one with normal maps and one without?

Same here. All I really see is a great texture map.
Title: Re: Spy model...in progress
Post by: goodkebab on March 16, 2007, 11:13:12 PM
Ok, so I took the tubes off the legs....tweaked the glow a bit so it looks like there are particles in the tubes.  Added a light on the back....and fixed the spec map.  I really like having the skin....one idea though is to show another kind of brightly colored cloth. 

Working on the tazer atm.


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5906%2Fbackrv4.jpg&hash=c4994f9cf070b8d08f0a0514a176b1d97cd75bd7)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F71%2Farmjd5.jpg&hash=37c4f83f63cea1f7ba782d6d17943da812a6bdc0)


Actually, the normal map is contributing a tremendous amount to the image...what you look for is how the specular lighting distorts and follows the texture map.  The muscles on the arm is pure normal map...there is only 5 or 6 polygons where the tricep is and the skin texture is fairly flat.
Title: Re: Spy model...in progress
Post by: Tidenburg on March 17, 2007, 03:45:48 AM
That looks awesome :P
Why the flowery patern on his back though? ;)

Like I said before, please if you can make room for it make a girl skin and a model without the arms showing.

Now that your making the tazer make it like you drew in the concept, that was a great look for the gun
Title: Re: Spy model...in progress
Post by: goodkebab on March 17, 2007, 04:21:06 AM
the flower pattern comes from the normal map...its not actually in the color texture, making it very subtle.


My idea behind that was: Ninja=Japanase And in Japanese culture, warriors are often adorned in decorative garments. Flower designs amongst them. Just look at Sumos and Samurai.


Doing a girl skin would be a ton of fun...but i limited by time.
Title: Re: Spy model...in progress
Post by: Tidenburg on March 17, 2007, 05:00:30 AM
Is this what the characters will look like in actual gameplay?
Title: Re: Spy model...in progress
Post by: Valserp on March 17, 2007, 10:08:45 AM
Heh, I'd expect less detail in the actual game.
Title: Re: Spy model...in progress
Post by: Overstatement on March 17, 2007, 10:16:50 AM
Quote from: Valserp on February 28, 2007, 01:28:45 AM
Heh, I'd expect less detail in the actual game.
Don't listen to him folks!
Title: Re: Spy model...in progress
Post by: iservealot on March 17, 2007, 10:26:25 AM
Quote from: Overstatement on February 28, 2007, 01:36:50 AM
Quote from: Valserp on February 28, 2007, 01:28:45 AM
Heh, I'd expect less detail in the actual game.
Don't listen to him folks!

These renders should be what the player will see when playing the game. As long the user plays with high detail (if they decide to make a lower detail version) then you will see the model in all it's glory. As long as you are close to it, that is. The further you get, LOD will start taking effect. At least, it should.
Title: Re: Spy model...in progress
Post by: frvge on March 17, 2007, 10:27:08 AM
I think this detail is at least of the same level as SCDA's spies. Presumably even better, because goodkebab rocks and Ubi does not.
Title: Re: Spy model...in progress
Post by: Zedblade on March 17, 2007, 11:37:40 AM
Quote from: frvge on February 28, 2007, 01:47:08 AM
because goodkebab rocks and Ubi does not.

q EFFING e bitches!!
Title: Re: Spy model...in progress
Post by: goodkebab on March 17, 2007, 06:19:30 PM
Yes...all of the recent screenshots are exactly that; realtime OpenGL screenshots rendered by the graphics card directly in the viewport of Maya.
They are NOT renders.  The only differences between this and what you will see ingame are minor differences with the rendering engine.  This is usually based on the shaders used by the engine.  Technically, there should be no quality loss.

special note:

The model is 6000 triangles....which considered realtime in current engines.
Texture maps comprise of :  color map, normal map, specular map, glow map.
All textures are 2048x2048.   If these textures are reduced to 512, I would suspect a significant quality loss. But if you play the game at 800x600...such big texture maps are wasted.
Title: Re: Spy model...in progress
Post by: a3c0i3d on March 17, 2007, 11:11:18 PM
i am in awe mason, WOW!
Title: Re: Spy model...in progress
Post by: frvge on March 18, 2007, 01:51:46 AM
Can we have a viewport movie with the camera moving around it (also under it)? Preferrably with changing directions/colors of the light.
Title: Re: Spy model...in progress
Post by: goodkebab on March 18, 2007, 02:03:04 AM
on to the tazer now

This is just the base before I sharpen up the edges.


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F9643%2Ftazertestko0.jpg&hash=c25ead563e979a3139943cdb5051f7d4fb66960b)
Title: Re: Spy model...in progress
Post by: element54 on March 18, 2007, 03:44:26 AM
woo woo. verry nice.. :P

really isn't much but i don't care for the rounded shoulder stock. maybe slightly concave or at an angle or something but really it isn't a big deal.
Title: Re: Spy model...in progress
Post by: frvge on March 18, 2007, 04:28:02 AM
The details in the OPSAT should be readable for the Spy, not for us...
But maybe the OPSAT has to go, because the animation would almost be the same.
We're thinking about a 'hold your hand near/at the goggle'-animation for viewing the sticky cam etc.

Also, the goggles still need to be changed.
Title: Re: Spy model...in progress
Post by: goodkebab on March 18, 2007, 09:42:00 AM
wire, color map, normal map, composite.

At this point i am going to stop on the spy...i have to finish everything by next week.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F8581%2Fspynormalsscreenwn0.jpg&hash=fe0060869da2b11cdb56ea741b48945303d21cf2)
Title: Re: Spy model...in progress
Post by: frvge on March 18, 2007, 09:54:56 AM
I can't see if you changed the OPSAT on his arm. (see few posts above this one)
Title: Re: Spy model...in progress
Post by: goodkebab on March 18, 2007, 09:59:31 AM
why do you want to remove the opsat?  An animation is an animation..

I am not going to bother making more tweaks on the spy until we have a full team working on this. That means coding, a finished level, and help with animation.  Animation is to much for me alone.
Title: Re: Spy model...in progress
Post by: Overstatement on March 18, 2007, 02:32:00 PM
Doesn't your competition require a pose?
Title: Re: Spy model...in progress
Post by: FugitiveSF on March 18, 2007, 04:57:01 PM
Nice work, so far goodkebab - the mesh is looking quite impressive!

What program do you use for animations? Poser? 3DSMax? Animation Master? And what kind of animations do you plan to use? Frame-to-Frame? MoCap? A mix of both?
Title: Re: Spy model...in progress
Post by: goodkebab on March 19, 2007, 07:08:12 AM
close up:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg127.imageshack.us%2Fimg127%2F959%2Fheadshotqv0.jpg&hash=4f0d66c4bf72362421af9754d4142a855508540b)

everything done use maya, mudbox, and photoshop.  all textures were hand created...no photos were used.

Title: Re: Spy model...in progress
Post by: frvge on March 19, 2007, 08:46:43 AM
*is speechless*
Title: Re: Spy model...in progress
Post by: Valserp on March 19, 2007, 10:49:34 AM
Now that's what I'm talkin' about :P
Title: Re: Spy model...in progress
Post by: Lurch on March 19, 2007, 10:30:29 PM
lil' ears!
Title: Re: Spy model...in progress
Post by: frvge on March 20, 2007, 01:30:12 AM
He probably compensates with something different  ::)
Title: Re: Spy model...in progress
Post by: goodkebab on March 20, 2007, 09:30:53 AM

I go on holidays in a few days....so I am going to post this in the competition.  All i have left is to put him in a pose.

Btw.  added tazer...which explains the update

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F5249%2Fspyorthots7.jpg&hash=56767aeadf10199da195cb611e74352e583d0218)


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg338.imageshack.us%2Fimg338%2F4245%2Fspylit01pb7.jpg&hash=eb54cffe9942e21e3f24dd56013cc322ff0ec3f3)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F6618%2Fspylit02bo3.jpg&hash=dd84635e642f26b902f72d217cdad0af2e2d9c9d)


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg99.imageshack.us%2Fimg99%2F3968%2Fspylit03po5.jpg&hash=2f56ab14121a4c0c7473ddfa7ac844ae53a87ade)
Title: Re: Spy model...in progress
Post by: frvge on March 20, 2007, 10:04:16 AM
Have a nice holiday  ;)

edit:
when do we vote?
Title: Re: Spy model...in progress
Post by: goodkebab on March 20, 2007, 10:18:55 AM
heh...honestly...i dont think it really is open for a vote because I am not going to be dwelling on this until the rest of the team gets enough assets to put together.

Please understand that i have worked on this 60+ hours a week for 4 weeks now. Even making changes based other peoples requests as I go.  There is a ton of other stuff to do anyways.
Title: Re: Spy model...in progress
Post by: frvge on March 20, 2007, 11:02:16 AM
Many other of the digital artists at that forum have barely started modelling, let alone texturing (or they started like yesterday), while you've got a 'finished' model. I'd say that's a great accomplishment.
Title: Re: Spy model...in progress
Post by: NaFnB_OnE_Jo on March 20, 2007, 01:11:56 PM
awesome job man, you really have much talent in modelling/texturing  :D hoping rest of the game will have this quality  ;) personally, i think last googles u made are the best, but w.e, its your work, its your choice  ;D have nice holidays
Title: Re: Spy model...in progress
Post by: Overstatement on March 20, 2007, 03:24:07 PM
Yep, the tubes on his arms do look noticeably flat. Maybe just a little polygonal bump up would work. I know you stopped working on it, I'm just saying...
Title: Re: Spy model...in progress
Post by: MacBryce on March 20, 2007, 08:18:11 PM
Have a nice holiday, man. Your work is simply amazing.
Title: Re: Spy model...in progress
Post by: Lurch on March 21, 2007, 02:42:35 AM
Pure Ãœberness, have a nice holiday.
Title: Re: Spy model...in progress
Post by: goodkebab on March 21, 2007, 10:11:54 AM
here are some vids...will have more later

http://rapidshare.com/files/19279354/Vids_02.rar (http://rapidshare.com/files/19279354/Vids_02.rar)
Title: Re: Spy model...in progress
Post by: frvge on March 21, 2007, 10:47:34 AM
Cool :)
Title: Re: Spy model...in progress
Post by: AgentX_003 on March 21, 2007, 03:59:04 PM
 :o *drools * , AMAZING LAST MODEl, Definetly FITS THE SC FRANCHISE  :D and Think this should be The final Model hands down . The first one , as I have mentioned before in X-fire Kebab, is that the first one with the eye patch , reminded me too much of Sagot from the fighting game StreetFighter.

p.s keep the Spawn / Viper like eyes  :D!! .
Title: Re: Spy model...in progress
Post by: goodkebab on March 21, 2007, 10:38:20 PM
http://rapidshare.com/files/19349298/Vids_01.rar (http://rapidshare.com/files/19349298/Vids_01.rar)

more vids

Title: Re: Spy model...in progress
Post by: goodkebab on March 24, 2007, 10:35:56 AM
got the pose done--- he is rigged and ready to animate


(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg406.imageshack.us%2Fimg406%2F5297%2Fpose1ds2.jpg&hash=83a2bf81afdf3d4b8984a73d6492751714a57e8a)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F5707%2Fpose2cm4.jpg&hash=705b622714d823c565bb8198ce09c9599a34552e)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F3817%2Fpose3kh8.jpg&hash=25feb3efe9fd21d5751a26d338698fdaf5a868db)
Title: Re: Spy model...in progress
Post by: frvge on March 24, 2007, 10:53:00 AM
Great work :)
Title: Re: Spy model...in progress
Post by: MR.Mic on March 24, 2007, 01:21:24 PM
Fucking blows.

Learn to model.
Title: Re: Spy model...in progress
Post by: Overstatement on March 24, 2007, 04:19:02 PM
On the last picture, it looks like a shark bit out his left ribs.
Title: Re: Spy model...in progress
Post by: Kurbutti on March 24, 2007, 08:18:45 PM
Excuse me, what are those green tubes in his arm for?
Title: Re: Spy model...in progress
Post by: Overstatement on March 24, 2007, 09:57:53 PM
It delivers green jello right into the bloodstream for energy. For today's spy on the go (also available in cherry or "yellow" flavors)
Title: Re: Spy model...in progress
Post by: goodkebab on March 25, 2007, 10:51:57 AM

This a proper render with raytracing and all that stuff.....

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F5103%2Fspyhiresrender2tk9.jpg&hash=1c0ee3eafadc0587f7eab2a666ccb62c2371ba3d)


Title: Re: Spy model...in progress
Post by: FugitiveSF on March 25, 2007, 08:24:59 PM
There's only one thing I'm wondering about:

This is supposed to be a stealth game, right? But if that's true, why are there so many glowing lights, tubes etc. on the suit? He is - to quote Lambert - glowing like a christmas tree.
Title: Re: Spy model...in progress
Post by: Lurch on March 25, 2007, 10:12:20 PM
They are like the goggles in svm, so mercs can't see the glow.
Title: Re: Spy model...in progress
Post by: goodkebab on March 26, 2007, 02:59:29 AM
he fugitive...you play CT?  Spies are pretty well lit up with their neon goggles and opsat.

these are the picts i have to post for the competition:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gameartisans.org%2Fcontests%2Fevents%2Fuploaded_images%2F32-game-3d-art-364-1173365339-DW_textureSheet.jpg&hash=b0cf1e48e1b40fd91c431ada1867d2e5d7d9aa89)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gameartisans.org%2Fcontests%2Fevents%2Fuploaded_images%2F32-game-3d-art-364-1173370493-DW_wire.jpg&hash=ce01f6a6327fc020c883933571fa781d57674ce8)
Title: Re: Spy model...in progress
Post by: Lurch on March 26, 2007, 03:40:45 AM
If you still have any interest in changes, then I have an idea for the goggles:
http://img168.imageshack.us/img168/4231/ghost1ux3.jpg

I find these goggles cool looking. Especially the "pupil like" white dot and "iris like" green color surrounding it in the left goggle.
Title: Re: Spy model...in progress
Post by: FugitiveSF on March 26, 2007, 03:53:17 AM
Yep I did, goodkebab as a matter of fact that's the reason for my question. I remember a lot of people were unhappy with the spies and their lightsources, so I thought you guys are planning to removing that.
Title: Re: Spy model...in progress
Post by: frvge on March 26, 2007, 04:05:05 AM
Why would we remove the lights? It's now already hard to see which way a Spy is facing when he's in a smoke cloud in some dark area. It's just an aid to the player who controls the Spy and his partner. The Mercs don't see the lights.
Title: Re: Spy model...in progress
Post by: Zedblade on March 26, 2007, 07:35:48 AM
Quote from: FugitiveSF on March 08, 2007, 06:13:17 PM
Yep I did, goodkebab as a matter of fact that's the reason for my question. I remember a lot of people were unhappy with the spies and their lightsources, so I thought you guys are planning to removing that.

the lights on the spies are meant to give  you, the player the ability to see your self in pitch black and know what way your facing and what position your in. Otherwise you would have to rely on night-vision, which forces you to expose yourself to EMF.

Besides, we could always animate the light. Have it only come on when the spy is doing specefics actions or whatever. We will see. It won't be hard to take the light away if it doesn't work out the way we want it too.
Title: Re: Spy model...in progress
Post by: Daybreak on March 26, 2007, 08:03:30 AM
My only thoughts are that if the green tubing is for visial purpose or for the camo to work, as i think initially thought of by kebab, why doesn't it run down his legs or added to the boots. Too much green tubing maybe. Other than that I think our spy is still defined as a spy but not that of a SplinterCell spy because of the goggles. The stray away from that format and because of it I think our spy looks better and more original.

OUr merc will have to do the same thing. Be similar but not
Title: Re: Spy model...in progress
Post by: frvge on March 26, 2007, 08:20:40 AM
Our Spy is a high-tech ninja when he's in that pose XD
Title: Re: Spy model...in progress
Post by: M4_007 on March 26, 2007, 10:58:48 AM
Hey what about making some Wallpapers ?  :D
Title: Re: Spy model...in progress
Post by: Overstatement on March 26, 2007, 12:06:18 PM
Quote from: M4_007 on March 09, 2007, 01:18:48 AM
Hey what about making some Wallpapers ?  :D
Good Idea!
Title: Re: Spy model...in progress
Post by: goodkebab on March 26, 2007, 12:22:02 PM
last shots...these go in the contest....bed for me now...

Flying off to india in the morning

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gameartisans.org%2Fcontests%2Fevents%2Fuploaded_images%2F32-game-3d-art-364-1173404027-DM_winningPose.jpg&hash=9dc7559f9836602e77a88b708b7be1d088fe1b4d)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gameartisans.org%2Fcontests%2Fevents%2Fuploaded_images%2F32-game-3d-art-364-1173404509-DM_BeautyPose.jpg&hash=b6fe9c7cb9faabf8833e3665502bbcbb43ec551a)
Title: Re: Spy model...in progress
Post by: NaFnB_OnE_Jo on March 26, 2007, 12:27:04 PM
AMAZING wOOt, i bet 20$ ubisoft needed like 10 ppl and 2 months to make their shitty noob spy for DA, u kick asses XD
Title: Re: Spy model...in progress
Post by: frvge on March 26, 2007, 01:12:40 PM
Great renders and have a terrific holiday :p Enjoy yourself.
Title: Re: Spy model...in progress
Post by: element54 on March 26, 2007, 03:33:44 PM
Good luck in the competition and have fun on your holiday. Eat some balti for me since it is near impossible to find good Indian food here in the USA.  :(
Title: Re: Spy model...in progress
Post by: MacBryce on March 28, 2007, 01:27:23 AM
Great work; it's good to see the model in an action pose.  ;D
Title: Re: Spy model...in progress
Post by: Cyntrox on March 28, 2007, 10:52:13 AM
If this is the quality of the project, it'll be like... Pwnzorz-awesome xD
Title: Re: Spy model...in progress
Post by: Overstatement on April 13, 2007, 10:08:52 AM
Today is the deadline!
http://www.dominancewar.com/2/index.htm
Title: Re: Spy model...in progress
Post by: goodkebab on April 13, 2007, 10:53:25 PM
thank god i got it all done on time...i even had a few hours to polish...as they extended the deadline to the same day i returned.

There are at least 600 applicants...i imagine about 300 never finished, 280 are amateur....leaving about 20 or so people that are equal or better to my skills.
Title: Re: Spy model...in progress
Post by: frvge on April 14, 2007, 01:45:03 AM
Goooo Goodkebab!
Title: Re: Spy model...in progress
Post by: frvge on April 20, 2007, 11:49:43 PM
Congrats for making it into the finals. You're even listed at the top  :P :D
Title: Re: Spy model...in progress
Post by: Gui Brazil on April 21, 2007, 05:54:56 AM
If you win I want half of the prize.
Title: Re: Spy model...in progress
Post by: Daybreak on April 21, 2007, 06:59:04 AM
what's his forum name?
Title: Re: Spy model...in progress
Post by: frvge on April 21, 2007, 07:32:59 AM
2byts
Title: Re: Spy model...in progress
Post by: scope2005 on April 21, 2007, 07:45:38 AM
Hey all,

Been away for a while (RL issues and all), anyway just passing by to see how things are...

And all I can say is WOW.

Kebab, those model's look amazing bro. Considering the relatively short amount of time you have had since announcing the mod... Im speechless. Better than the half assed stuff cooked up by Ubisoft for DA.

Will definately be checking back more often :)


Scope.
Title: Re: Spy model...in progress
Post by: goodkebab on April 23, 2007, 06:22:45 PM
I am going to make a couple wallpapers for you guys.....the deal though is that all of you have to start advertising on all of the mod forums  for more talent.  We need an animator and a programmer.  I will add details once the wallpapers are done.
Title: Re: Spy model...in progress
Post by: Overstatement on April 24, 2007, 12:36:06 AM
Why don't you make pictures for the purpose of advertising? Dare you? (http://www.army.mil/cmh/art/Posters/WWI/I_want_you.jpg)
Title: Re: Spy model...in progress
Post by: lame on May 04, 2007, 11:24:59 PM
--frvge edit: Non-constructive arguments of our modellers' creations are not welcome here. The DW-thing is also completely off-topic. --
Title: Re: Spy model...in progress
Post by: Overstatement on May 08, 2007, 05:25:46 AM
Didn't win (http://www.dominancewar.com/2/index.htm)  :'(

Edit: creepy... (http://www.dominancewar.com/spotlights/reptu/reptu1.htm)
Title: Re: Spy model...in progress
Post by: goodkebab on May 08, 2007, 10:11:16 AM
:(
Title: Re: Spy model...in progress
Post by: frvge on May 08, 2007, 10:32:24 AM
*hugs goodkebab*
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on May 08, 2007, 12:48:36 PM
 :(
Title: Re: Spy model...in progress
Post by: goodkebab on May 09, 2007, 10:03:11 PM
seems i was disqualified:

"Hi Mason,

There was a thread on gameartisans that discussed your entry. Someone
found that you started your entry before the contest started

http://projectstealth.splintercellnetwork.com/index.php?topic=160.0

This was against the rules for dominance war. Everything had to be
originally made for the war.

Fred
"
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on May 09, 2007, 10:08:54 PM
lol thats a dumb rule but i can see why its a rule:)
Title: Re: Spy model...in progress
Post by: frvge on May 09, 2007, 10:38:53 PM
That's just crap, the dates are correct.
Title: Re: Spy model...in progress
Post by: Vega on May 16, 2007, 06:29:56 PM
I didn't comment on the this thread because I did so on the Ubi forums....but I have to say - the spy is simply incredible.  The head looks awesome and he looks very unique.  Too fucking cool!
Title: Re: Spy model...in progress
Post by: Wanted_David on May 25, 2007, 12:05:15 AM
hi guys! i joined the forum for a while ago and only had time to post now...
i must say those spy concepts and models are really impressive! doing a great job, really...
i hope to see more of your great work...

peace
Title: Re: Spy model...in progress
Post by: frvge on May 25, 2007, 02:57:44 PM
You will in due time :)
Title: Re: Spy model...in progress
Post by: Grimz13 on May 29, 2007, 07:57:09 AM
Hey im new here just thought id stop in to check out what you guys are doing...and wow im amazed the spy model looks amazing as does all of the the other concept art. Great job goodkebab!

BTW im really good at finding ways to enhance games etc...so i may chuck out some idea just to help out.

-Grimz13
Title: Re: Spy model...in progress
Post by: frvge on May 29, 2007, 09:44:42 AM
Any help is appreciated.
Title: Re: Spy model...in progress
Post by: Daybreak on May 30, 2007, 09:14:49 PM
New Wallpapers would be cool. Cause this looks freakin' wicked and I'd love to see how much cooler it can get.

http://img49.imageshack.us/img49/7743/desktopte0.jpg
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on May 31, 2007, 02:44:20 AM
lol windows XP :D
Title: Re: Spy model...in progress
Post by: Gawain on May 31, 2007, 12:10:53 PM
XP > vista atm
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on May 31, 2007, 12:56:51 PM
atm yea sure i could see why you would say that but when the drivers come out for eax and all the other stuff vista will rule 8)
Title: Re: Spy model...in progress
Post by: Daybreak on May 31, 2007, 02:29:50 PM
Hate to burst your bubble but it's 2000. pwned!! lol
Title: Re: Spy model...in progress
Post by: Gawain on May 31, 2007, 04:00:39 PM
there is already a solution for eax via openal called alchemy
Title: Re: Spy model...in progress
Post by: Tidenburg on May 31, 2007, 07:32:53 PM
When developers shift from XP to vista then it may get better. But ATM people are still payin extra to have all thier resources drained just for XP styled as MSN.
Title: Re: Spy model...in progress
Post by: Gawain on May 31, 2007, 09:02:21 PM
for me the only reason i'll buy it is directx 10.
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on May 31, 2007, 10:18:42 PM
Me... whatever, my PC sucks balls, so i'd rather w8 till i buy a new one...
btw - GF 8800 GTS FTW!!!  :P
Title: Re: Spy model...in progress
Post by: Hybrid Circle on June 11, 2007, 12:19:28 AM
My only problem with this design, is the fact that it doesn't even look like there's a human in there.... If you were to follow the same design, and give it more..............flesh.. other wise, awesome
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 11, 2007, 07:33:19 AM
Quote from: Hybrid Circle on June 11, 2007, 12:19:28 AM
My only problem with this design, is the fact that it doesn't even look like there's a human in there.... If you were to follow the same design, and give it more..............flesh.. other wise, awesome
Yeah, it's kinda Terminator stuff, but its cool, so why change it???
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on June 11, 2007, 09:02:26 PM
Quote from: Gawain on May 31, 2007, 04:00:39 PM
there is already a solution for eax via openal called alchemy
really? can you give me a link to get this? i have been looking so hard for a patch or w.e to make me eax work in CT..
Title: Re: Spy model...in progress
Post by: goodkebab on June 12, 2007, 10:50:53 AM
spy is pretty muched locked down as far as style is concern.  only changes will be seen in custom skins after we release the beta.
Title: Re: Spy model...in progress
Post by: Gawain on June 12, 2007, 03:54:24 PM
Quote from: LiVe.To.Di3 on June 11, 2007, 09:02:26 PM
Quote from: Gawain on May 31, 2007, 04:00:39 PM
there is already a solution for eax via openal called alchemy
really? can you give me a link to get this? i have been looking so hard for a patch or w.e to make me eax work in CT..
simply google for "creative alchemy" and you will find plenty of stuff. but beware, you need the latest beta drivers and a  sound card of the x-fi series from creative.
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 12, 2007, 04:06:09 PM
Quote from: Gawain on June 12, 2007, 03:54:24 PM
simply google for "creative alchemy" and you will find plenty of stuff. but beware, you need the latest beta drivers and a  sound card of the x-fi series from creative.
crap i ain't got one... i got a ac'97 on-board sound card... any way to get eax working on that??
Title: Re: Spy model...in progress
Post by: Gawain on June 12, 2007, 04:39:22 PM
omfg u zuck
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 12, 2007, 05:44:57 PM
I don't suck - my PC sucks  :'(
Title: Re: Spy model...in progress
Post by: Gawain on June 12, 2007, 07:08:59 PM
and your questions :P

seriously, onboard sound sux
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 12, 2007, 08:45:06 PM
Quote from: Gawain on June 12, 2007, 07:08:59 PM
and your questions :P

seriously, onboard sound sux
Yeah, it sux, yet im still pllaying based on sound (stereo ownz all), so eax would kinda help me xD
Title: Re: Spy model...in progress
Post by: frvge on June 12, 2007, 09:10:46 PM
On-topic please. ::)
Title: Re: Spy model...in progress
Post by: Daybreak on June 13, 2007, 12:01:42 AM
Hey kebab, is it possible if I can get two seperate poses of the spy.
One to be crouched and have is gun pulled out looking to shoot.
the second is just of the spy standing looking at his wrist ala spy cam.

I was gonna do it with CT spies, but I figured getting the PS spy would be much cooler.
If it's too much of a problem no worries. I'll just use the Ubi's.

I'm hoping to finish my UI concept later next week.

PS. I have never done this before but I figure I'd give it a shot. Good ol' photoshop and if i have time some webpage action to get the point accross.
Title: Re: Spy model...in progress
Post by: Gawain on June 13, 2007, 02:59:45 PM
btw, whats the main color for the ps menues and the hud?
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 13, 2007, 03:43:45 PM
Quote from: Gawain on June 13, 2007, 02:59:45 PM
btw, whats the main color for the ps menues and the hud?
I want the game to be more orange-styled, like PT, the spies HUD should be light blue, and the merc's should have red - that would make PS feel better - i didnt like the CT style colors - it was Green and Orange... I sucked (only the colors, nothing else)
BTW - STEREO FTW!!!!11one (seriously, i like Stereo more than surround xD)
Title: Re: Spy model...in progress
Post by: Gawain on June 13, 2007, 09:13:03 PM
the arguably best audio solution (unless you spend thousands of $ and have a really big room with lots of carpets) are stereo hifi headphones and binaural recordings. but most of the people prefer loudspeakers, and i hate those n00bs following the marketing hype because they are to blame that most recordings are optimized for speakers and not for headphones (there are some good plugins simulating binaural sound from stereo sources, giving you the feeling that the singer is not in your head, but in front of you lol) ::)
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 13, 2007, 10:22:21 PM
Quote from: Gawain on June 13, 2007, 09:13:03 PM
the best audio solution are stereo hifi headphones
Aggreed, but i don't have the cash right now to afford hi-fi heads, so i've got some Creative HQ-140, they rock. But the bad thingy is, i live in poland, and there are not many service points, and my Heads are currently broken to pieces... CRAP!!!11one
Title: Re: Spy model...in progress
Post by: Overstatement on June 14, 2007, 01:24:06 AM
I still jump when I get grabbed unexpectingly. No headphones for me, sudden noises scare me.
Title: Re: Spy model...in progress
Post by: LiVe.To.Di3 on June 14, 2007, 02:44:28 AM
Quote from: Overstatement on June 14, 2007, 01:24:06 AM
I still jump when I get grabbed unexpectingly. No headphones for me, sudden noises scare me.
lmao gj
Title: Re: Spy model...in progress
Post by: MR.Mic on June 14, 2007, 11:16:03 AM
Quote from: Overstatement on June 14, 2007, 01:24:06 AM
I still jump when I get grabbed unexpectingly. No headphones for me, sudden noises scare me.

I can hear a spy soft drop across the map while standing next to a running clothes drier full of noise makers, light bulbs, rocks, and blown up whoopie cushions.
Title: Re: Spy model...in progress
Post by: frvge on June 14, 2007, 01:19:27 PM
Quote from: MR.Mic on June 14, 2007, 11:16:03 AM
Quote from: Overstatement on June 14, 2007, 01:24:06 AM
I still jump when I get grabbed unexpectingly. No headphones for me, sudden noises scare me.

I can hear a spy soft drop across the map while standing next to a running clothes drier full of noise makers, light bulbs, rocks, and blown up whoopie cushions.
Believe me, that's true  :o :o
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 14, 2007, 02:19:21 PM
Quote from: frvge on June 14, 2007, 01:19:27 PM
Quote from: MR.Mic on June 14, 2007, 11:16:03 AM
Quote from: Overstatement on June 14, 2007, 01:24:06 AM
I still jump when I get grabbed unexpectingly. No headphones for me, sudden noises scare me.

I can hear a spy soft drop across the map while standing next to a running clothes drier full of noise makers, light bulbs, rocks, and blown up whoopie cushions.
Believe me, that's true  :o :o
But you have EAX on, don't you??? :>
Title: Re: Spy model...in progress
Post by: Bionic-Blob on June 14, 2007, 02:59:36 PM
Quote from: Gawain on June 13, 2007, 02:59:45 PM
btw, whats the main color for the ps menues and the hud?

ut has always had an option for customisable HUD, so lets keep that in, aye?
Title: Re: Spy model...in progress
Post by: goodkebab on June 14, 2007, 03:49:56 PM
Quote from: Bionic-Blob on June 14, 2007, 02:59:36 PM
Quote from: Gawain on June 13, 2007, 02:59:45 PM
btw, whats the main color for the ps menues and the hud?

ut has always had an option for customisable HUD, so lets keep that in, aye?

We have not started on UI concepts yet....but really, this will be the simplest of things to integrate.

I still want to make the hud as invisible as possible.

ie:  Tazer charge is indicated by the intensity of the glow of the goggles,  and also a meter on the tazer itself.

frags/ammo should be on the merc gun and not in the hud








Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 14, 2007, 04:17:17 PM
Quote from: goodkebab on June 14, 2007, 03:49:56 PM

ie:  Tazer charge is indicated by the intensity of the glow of the goggles,  and also a meter on the tazer itself.

frags/ammo should be on the merc gun and not in the hud

Awesomeness, pure awesomeness ;D
Title: Re: Spy model...in progress
Post by: Gawain on June 14, 2007, 04:26:05 PM
Quote from: goodkebab on June 14, 2007, 03:49:56 PM
I still want to make the hud as invisible as possible.
:D
this supports the feeling of being in a great movie rather than sitting in front of a computer.
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 14, 2007, 04:42:58 PM
Quote from: Gawain on June 14, 2007, 04:26:05 PM
Quote from: goodkebab on June 14, 2007, 03:49:56 PM
I still want to make the hud as invisible as possible.
:D
this supports the feeling of being in a great movie rather than sitting in front of a computer.
This, combined with NPC's walking around and acting as moving alarms, would be awesome (say on that stripclub map mentioned), combined with the option to play the game in the SCC style (just skin changes, and you don't get any EQ, but you look like an NPC to the mercs), it would be awesome ;D
Title: Re: Spy model...in progress
Post by: goodkebab on June 14, 2007, 05:29:55 PM
you can forget NPCs unless you want to find people willing to make them.
Title: Re: Spy model...in progress
Post by: Gawain on June 14, 2007, 05:40:07 PM
this is one of the cool ideas we can consider in 3 years.
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 14, 2007, 07:31:05 PM
OMFG ur right....
yet i found another difficulty - the NPC's should be sychronized...
whatever - FORGET ABOUT WHAT I SAID IT'S NOT MY FAULT, AN IDIOT FORCED ME TO DO THIS, HE EVEN THREATENED ME WITH A HEADSHOT!!!11one
Title: Re: Spy model...in progress
Post by: scope2005 on June 21, 2007, 02:51:13 PM
Blob I just noticed your avatar... is that... the project-stealth spy in running animation?!

Any video's or gif's to share ?:)
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 21, 2007, 02:53:23 PM
Quote from: scope2005 on June 21, 2007, 02:51:13 PM
Blob I just noticed your avatar... is that... the project-stealth spy in running animation?!

Any video's or gif's to share ?:)
OMG lol u noticed kinda late... and yes it is the spy running animation  ;D
Title: Re: Spy model...in progress
Post by: Bionic-Blob on June 21, 2007, 04:34:08 PM
I cannae release anything i'm afraid.

i can make some more poses though (albeit crappy ones xD)
Title: Re: Spy model...in progress
Post by: Daybreak on June 21, 2007, 04:43:51 PM
Now see. New poses would be fantastic.
I'm in the middle of creating the Menu system and am in need of two spy models. I was going to photoshop one of spies in the other desktops kebab already made but a new pose would be great.

Pretty simple I think. The idea is to have two spies, like teamates beside each other. One is standing looking at his wrist ala spy cam. The other is at his feet crouching, waiting. Puting them on a large pedestal like kebab's models would be great. That way it doesn't look like they are floating.

Let me know if you need more details, or if you can actually do this. It'd help get the full effect for my screens.
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 21, 2007, 04:46:24 PM
That would be cool - Blob, can you make a necking pose??
Title: Re: Spy model...in progress
Post by: Bionic-Blob on June 21, 2007, 05:18:06 PM
nvm, it appears i can't
Title: Re: Spy model...in progress
Post by: Tidenburg on June 21, 2007, 05:33:05 PM
leaning backward, one arm around neck one arm under arm of merc and then looped upto the mercs shoulder. Mercs free arm is grabbing onto the spies arm which is necking him. Would help if we had a merc model :p
Title: Re: Spy model...in progress
Post by: Daybreak on June 21, 2007, 05:55:17 PM
Alrighty... looks like i'll just use Chaos Theory models. Hurrah....
Title: Re: Spy model...in progress
Post by: Gawain on June 21, 2007, 05:56:25 PM
no video in the background? :(
Title: Re: Spy model...in progress
Post by: Daybreak on June 21, 2007, 06:14:30 PM
I've thought of videos, but I want them to be usefull, and haven't thought of their uses long enough to properly and successfully implement them.
Title: Re: Spy model...in progress
Post by: goodkebab on June 21, 2007, 10:37:45 PM
working on it Daybreak...i didnt realize you were doing stuff for the menus
Title: Re: Spy model...in progress
Post by: Daybreak on June 21, 2007, 11:29:13 PM
no worries. I'm technically not on the team, but I'm making some good progress. Hopefully, it'll be something people will like. I've got a good concept down and so far looks pretty good, and the spies will help bring the Player page much closer to the final product than any of the other screens.

I'm still at work, but will be at home in about an hour and a half to work all night on it. As I mentioned in previous threads, I'm hoping to have my demo pages done by the end of the weekend.
Title: Re: Spy model...in progress
Post by: Bionic-Blob on June 21, 2007, 11:57:34 PM
daybreak, whats your xfire?
Title: Re: Spy model...in progress
Post by: goodkebab on June 22, 2007, 12:04:09 AM
here is something...

i cannot seem to find the file that had the cloud background or logo i did...
Title: Re: Spy model...in progress
Post by: Daybreak on June 22, 2007, 12:24:03 AM
Daybreak. Except for the life of me I can't join the stupid group thing for Project stealth. I don't know why.
Worry not about the cloudbackgroud. I'm actually using the Background of this website, and it's proving to look pretty nice. As for the logo, i've currently encorporated my Versus logo I made. But all that is up for debate as usual.

Wow that looks awesome. I'm heading home now!!
Title: Re: Spy model...in progress
Post by: goodkebab on June 22, 2007, 12:32:14 AM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F13%2Fduobs8.jpg&hash=14a38974ed26354ecb464aa044577de5d4d2d52a)



found the background
Title: Re: Spy model...in progress
Post by: Tidenburg on June 22, 2007, 09:59:59 PM
LOL. Just realised. If you look at the crouching spy on the left, his left leg looks like a stump, did somthing go wrong with the shading? There is little perspective.
Title: Re: Spy model...in progress
Post by: Daybreak on June 22, 2007, 10:04:47 PM
you can tell by the shadow it's fine. It's our perspective that's off and the angle.
Title: Re: Spy model...in progress
Post by: goodkebab on June 24, 2007, 03:51:27 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F5067%2Fduobacktobackjpgxg5.jpg&hash=130811a7e563d74612aa1ff3514dc024f715a480)
Title: Re: Spy model...in progress
Post by: frvge on June 24, 2007, 03:57:09 PM
That's one of the coolest renders ever!
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on June 24, 2007, 03:59:45 PM
Yes, you can feel the spies are like bound to eachother - one can't be without the other  8)
Title: Re: Spy model...in progress
Post by: Gs.SubMaFioZo. on June 30, 2007, 12:01:32 AM
OMFG soo cOol :)  :D nice ! now i use it for my background
Title: Re: Spy model...in progress
Post by: Overstatement on June 30, 2007, 12:27:45 AM
Quote from: Kok4f4n on June 24, 2007, 03:59:45 PM
Yes, you can feel the spies are like bound to eachother - one can't be without the other  8)

The complete opposite of most CT multiplayer games.
Title: Re: Spy model...in progress
Post by: HeroFromHyrule on June 30, 2007, 12:45:42 AM
Just wanted to let you know goodkebab, that the spy you made is simply amazing, and that I am using both of those wallpapers on my dual-monitor setup (one on each monitor) and it looks amazing.  Can't wait to see what you come up with for the Merc once that is finished.
Title: Re: Spy model...in progress
Post by: Fitty_cent_rappa on June 30, 2007, 06:31:57 AM
kebab you did i really good job on the spy dude if i was gonna make a game like PS with a team and what all you guys did id actually prefer you to do a model for me but i dont make games so yea...
Title: Re: Spy model...in progress
Post by: Tal on July 01, 2007, 02:21:49 AM
this is the best model I seen in gaming yet! I'd laugh badly if UBI came in here one day and bought the website/idea and everything to do with this from you for afew million....  ;) Thats actually a possibility if this turns out to be as great as it currently looks lol
Title: Re: Spy model...in progress
Post by: Succubus Dryad Of The Undying Comet on July 01, 2007, 02:37:17 AM
omg think what'd happen if they offered to buy the spy model and you sold it...
omfg THE GAME would have gone forever... SHIT!!!
Title: Re: Spy model...in progress
Post by: Daybreak on July 01, 2007, 03:20:59 AM
HA gold!
Title: Re: Spy model...in progress
Post by: 51N17E on July 03, 2007, 12:16:46 AM
Hi!First i wanna to tell u that your paintings are amazing and u should find a job in some company witch design games becouse u are very talented person(i think after stealth project u will not have problem witch this  ;D)In my opinion project of the spy is totaly osome!But i gotta some things that i will make difrent!Firts in my point its good to see operation googles on spy head i think it will be better and everybody will know that its a spy not robot XD!If in your plan there are not googles just make stripes on his head i thing it will looks better!Second thing is to make belt with equ or some BP!!I wanna say that u made great job!Have a nice work and end this project as fast as u can becouse i wanna play XD :P

P.S --sry for my english skills :D
Title: Re: Spy model...in progress
Post by: frvge on July 03, 2007, 12:24:38 AM
Welcome 51N17E,

Goodkebab is already working professionally in the Game Industry. He's an invalueable asset to the team.

However, the programming team is small. We can use more people who have experience with programming in C++ and/or UEScript.

We're happy that you're so enthusiastic. Check back regularly to see the progress.

Title: Re: Spy model...in progress
Post by: Farley4Fan on July 03, 2007, 10:07:06 AM
 :o OMFG dude this is sooo sweet.  This is my first time to see this and it looks amazing.  Hi, I am papa skull.  This is my first time on this forum because the ubi site banned me for bashing its ever so precious crowd mechanics.  I hope that you guys can pull this oof, simply stunning...
Title: Re: Spy model...in progress
Post by: tigaer on July 05, 2007, 07:47:39 PM
Cover his arms, drop the fishnets. It makes him look alien cause it makes his arms green.
Just cover his arms, please. It looks retarted with fishnets.
Title: Re: Spy model...in progress
Post by: Gawain on July 05, 2007, 08:24:09 PM
pred style (avp)
Title: Re: Spy model...in progress
Post by: Farley4Fan on July 06, 2007, 12:56:13 PM
Yeah, he looks like a hooker with the nets. 

AND HE REALLY DOES LOOK LIKE PREDATOR WITH THE TRI-EYE THING AND THE FISHNETS!!! Warning...

Even though I do like the tri eye, i just don't think we should push the human predator lookalike boundary.
Title: Re: Spy model...in progress
Post by: Chyb@Ryb@ on October 21, 2007, 01:17:41 AM
Quote from: 51N17E on July 03, 2007, 12:16:46 AM
Firts in my point its good to see operation googles on spy head i think it will be better and everybody will know that its a spy not robot XD!
Why not? I think spies don't have to be human. Remember it's not Splinter Cell..
Title: Re: Spy model...in progress
Post by: Gui Brazil on October 21, 2007, 01:53:51 AM
Chyb@ryb@, I know you're new here and you have plenty of things to catch onto, but please, necroing every thread you see, is not something needed.:)
Title: Re: Spy model...in progress
Post by: Farley4Fan on November 11, 2007, 06:03:30 AM
I just noticed how big the early spy asses looked.  I still don't like the fishnets, he just needs to be covered really.
Title: Re: Spy model...in progress
Post by: frvge on November 13, 2007, 07:08:52 PM
Split topic + ranting topic deleted with permission of most posters.

Unlocked, but please stay on-topic.
Title: Re: Spy model...in progress
Post by: Tidenburg on November 13, 2007, 07:19:16 PM
Luv u. This is my favourite thread :D
Title: Re: Spy model...in progress
Post by: reason3d on November 13, 2007, 08:05:42 PM
sort of on topic , definitely related since the spies on page 14 look amazing and it uses this method :

does anyone know where they put the 3ds max normal map baking video tutorial ? it was originally for version 8 i think , and its been gone since 9 and 2008 came out .

or goodkebab i know i butted heads with you and it was my fault , mostly because i wanted a spot as a concept character modeler and it was definitive that i could not contribute in that way , it still seems really unfair lol , but thats business ive learned ...

goodkebab , could you write a brief summary on how to render the normals map onto the low res model ? basically all i need to know is if both models need to be uvw unwrapped (high poly would be a nightmare) and does the smoothing in the high poly control smoothing groups in the low poly ?
Title: Re: Spy model...in progress
Post by: Farley4Fan on November 13, 2007, 08:19:39 PM
Good to see you in a better mood lol

I love the spy armor.  Looks like batman, badass.
Title: Re: Spy model...in progress
Post by: reason3d on November 13, 2007, 08:49:37 PM
yeah its a duty of mine to apologize for my ridiculous behavior i exhibited before to each one who got pissed off at me .

i love splinter cell , and i saw only some odd images of the spy and merc . and a handful of threads with , not to be mean , but nonsense in them . basically ramblings about one side of things or the other , and how the mod was going to turn out . i was totally wrong about what it was and lost everything that is my professional attitude ( yeah ubi forums come back to haunt but i was never real there except in the map discussion with other serious unrealed users ) , i lost my mind in a sense and forgot there was an entire forum dedicated to the progress of dev's , that only dev's can see .

**************************
i want to propose the idea for the late late future of the mod , of a multi-player version of splinter cell solo . you know the wetsuit , the lethal force NATO rounds and gadget launcher , all of that ... into a multiplayer mode where the spies dont just have to temporarily disable the merc , but completely wipe him from the game (until respawn if that was the case , but i like it with no respawn ) . heck i would even model a second spy and skin it (could use help though ) for a versus mode with lethal force on both sides . again i know you are all busy but that would certainly perk me up to play PS . i just cant get enough hard action , and im not very patient with stealthy tactics unless i know im gonna cap someone . personality flaw .
Title: Re: Spy model...in progress
Post by: B1nArY_001 on November 13, 2007, 09:35:30 PM
Reason Kebab uses Maya but here is how it is done in 3dsmax9

1: Create your high polygon normal map model, you don't need to UV this model

2: Create your real-time mesh making sure it completely encases the high poly model (If it's not perfect you can fake it to an extent using a Push modifier but be careful, this can produce some nasty results if you push it above about 1.5 depending on the model, some you just can't use the Push on at all)

3: UV your real-time mesh

4: Apply a Projection modifier to your real-time mesh and in the roll-out go to Reference Geometry, Pick List, select the corresponding high poly mesh from the list.

5: Making sure the real-time mesh with the Projection modifier is selected go to Render, Render to Texture

6: Enable Projection Mapping in the Render to Texture dialogue box, click on options, uncheck Use Cage and adjust your Offset, if your real-time mesh properly encases the high polygon you should be able to use a setting of 0.25 to 0.5 This takes the place of the cage and sets the distance the rays are cast from.

7: In the Render to Texture Dialogue box scroll down to Output and click Add. Select NormalsMap, set your output path and map size.

8: RENDER!

Note: Most of the time it will behoove you to break your model into multiple pieces if any of the geometry is close to intersecting I.E. groin, under the arms etc. This will prevent artifacts in the map and also make sure to hide or delete the pieces not being rendered at the moment, even after being detached they can still get in the way of ray casting. Also it is a good idea to render a diffuse map first (It's MUCH faster) and use it to check for any artifacts, if everything looks good then render your normals map. Chances are you might see a few 1 pixel red spots in your normals map, don't sweat these they are ray misses and can be fixed in a matter of seconds in Photoshop. Just zoom in and using a 1 pixel brush on the smudge tool smudge 1 pixel adjacent to the offending pixel right onto the sucker and viola, done. If it is in a high detail area the healing brush can be a better candidate. Sometimes it's better to work in each channel individually (Red Green Blue) depending on how bad the artifact is. Some artifacts just refuse to go away no matter what offset or how much you break the model up. In these cases you may want to just delete all extraneous geometry completely (hiding it always worked for me but some people say deleting it fixes some artifacts hiding won't).
Title: Re: Spy model...in progress
Post by: reason3d on November 13, 2007, 11:06:25 PM
awesome , copied to text and uploaded , thanks

i remembered most of it i just couldnt put the missing links in the blanks .

btw you can always edit the cages instead of modifying the actual mesh , it will result in the same un-tweaked model and a perfectly fit cage .
Title: Re: Spy model...in progress
Post by: B1nArY_001 on November 14, 2007, 01:37:00 AM
Yes you can but I've found using the offset and a carefully made low poly version yields cleaner results. If you have to use a push modifier you just delete it once the texture baking is done. The cage also doesn't retain the offset settings if you push it so it can be hard to remember the exact amount you pushed the cage out. The Push modifier however retains the setting in the spinner.

Edit: Another thing that really helps to get superior results with max is to work with Editable Poly instead of Editable mesh and before generating your normals map tessellate the mesh once (don't mess with the tension) and then select all polygons and set them to 1 smoothing group. Having hard edges on the mesh you are using as the projector can produce some funky results messing up details in the normals map. That being said there are times when hard edges in the projection model can be used to achive certain effects.
Title: Re: Spy model...in progress
Post by: Farley4Fan on November 14, 2007, 02:13:33 AM
The wiping merc out from the game idea is basically a one sided deathmatch.  Could be interesting to play, it'd be like FEAR if you ask me.  It would be creepy shit looking for a spy with a gun and kill him before he can pop you off.  But, it isn't for PS if you ask me.  Plus it shouldn't be posted in this thread, it already got enough off topic as it was.
Title: Re: Spy model...in progress
Post by: reason3d on November 14, 2007, 02:41:26 AM
k god , you are a hypocrite as well lol .

sorry for attempted hijacking but i dont know where to put this shit since im treated like a wart on the ass of society and not allowed to work with the team .
Title: Re: Spy model...in progress
Post by: Westfall on November 14, 2007, 06:42:31 AM
Quote from: reason3d on November 14, 2007, 02:41:26 AM
k god , you are a hypocrite as well lol .

sorry for attempted hijacking but i dont know where to put this shit since im treated like a wart on the ass of society and not allowed to work with the team .

He's not being hypocritical. He gave his opinion of your idea. I agree with what Papa is saying here. Maybe for a different game, sure. PS has a set gameplay.
Title: Re: Spy model...in progress
Post by: B1nArY_001 on November 14, 2007, 07:51:35 AM
Quote from: reason3d on November 14, 2007, 02:41:26 AMsorry for attempted hijacking but i dont know where to put this shit since im treated like a wart on the ass of society and not allowed to work with the team .

I wouldn't call taking the time to write you a tutorial treating you like a wart on the ass of society...... You might have changed the way you present yourself but I wouldn't expect everyone to do a 360 on how they feel about the way you acted.

They are right about the game play too, it's not a bad idea, but not for PS. PS is dedicated to particular type of game play that's all.
Title: Re: Spy model...in progress
Post by: InvisibleMan999 on November 14, 2007, 10:12:57 AM
wow.. Just saw the spy model (I dont check into this forum as often as I should)... Incredible.

The professional quality of this project continues to amaze me.
Title: Re: Spy model...in progress
Post by: reason3d on November 14, 2007, 01:45:24 PM
i agree , amazing model and artwork .

a tutorial is appreciated and my good behavior and willingness to learn about PS is qa good reason to write it . i cant say i dont appreciate it , but what i was hoping for is the chance to work with the team and create something that wont die before a release candidate is released .

i dont want a 360 turnaround or anything of the sory , simply a chance as a game artist to show what i can do and make quality content for amod thats obviously going in the right direction .

goodkebab would be the first time i would work with a professional thats modding on a team . i applied for the 007 mod for HL2 and was accepted but sadly the dev's there decided not to start the project .

could i please have a test model to complete , unrwrap and skin so i can at least feel worthy in here ?
Title: Re: Spy model...in progress
Post by: frvge on November 14, 2007, 01:53:34 PM
I'll have talk about that. However, a full dev-position is most likely a no-no.
Title: Re: Spy model...in progress
Post by: reason3d on November 14, 2007, 06:24:06 PM
i have plenty to do , but having credit given where there is actual substance to the overall work is good .

i cant help but resent the continuing problems you put towards me . if i were on your side and i attacked you would have different feelings . i would be an ally .

but it was all against one .
Title: Re: Spy model...in progress
Post by: Westfall on November 15, 2007, 03:42:16 AM
Quote from: B1nArY_001 on November 14, 2007, 07:51:35 AM
Quote from: reason3d on November 14, 2007, 02:41:26 AMsorry for attempted hijacking but i dont know where to put this shit since im treated like a wart on the ass of society and not allowed to work with the team .

I wouldn't call taking the time to write you a tutorial treating you like a wart on the ass of society...... You might have changed the way you present yourself but I wouldn't expect everyone to do a 360 on how they feel about the way you acted.

They are right about the game play too, it's not a bad idea, but not for PS. PS is dedicated to particular type of game play that's all.

Even if they did a 360, they would be right back to the opinion they were already at. I think you guys are wanting a 180. And no, no one is going to do a 180 b/c reasonable thinks he has amended himself of past misfortunes.
Title: Re: Spy model...in progress
Post by: reason3d on November 15, 2007, 01:43:42 PM
well i dont mind cuz i think its funny guys like you still feel a stick in your asses everytime i post something you dont agree with . westfall you've been nothing but arrogant to me in all oof your posts . again i dont mind lol .
Title: Re: Spy model...in progress
Post by: Westfall on November 15, 2007, 07:58:32 PM
Quote from: reason3d on November 15, 2007, 01:43:42 PM
well i dont mind cuz i think its funny guys like you still feel a stick in your asses everytime i post something you dont agree with . westfall you've been nothing but arrogant to me in all oof your posts . again i dont mind lol .

I don't need to be arrogant with you. You make me look like a King. Just when you post. It's awesome. Also, if you hadn't come into the forums guns a blazing and maybe proved yourself and handled yourself a little better, current circumstances wouldn't be happening. In other words, you dig your own grave. Your posts on this forum have been all but practical or helpful. Why not just bail?
Title: Re: Spy model...in progress
Post by: B1nArY_001 on November 16, 2007, 01:26:22 AM
Even negative attention is still attention eh?
Title: Re: Spy model...in progress
Post by: reason3d on November 17, 2007, 08:56:01 PM
umm goodkebab , lol how do i make say a boxed pocket on a vest not round when i subdivide in mudbox ?

do you really gotta hand place all of the edges to define hard edges ? plz tell me theres a shortcut .
Title: Re: Spy model...in progress
Post by: reason3d on November 17, 2007, 09:01:25 PM
double post .. i made te mistake of posting in another thread and i need this answer bad lol . sorry .
Title: Re: Spy model...in progress
Post by: Gui Brazil on November 18, 2007, 06:50:23 PM
Chamfer the edges where you're having this problem.