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 Hi-Definition 3D Models, Intro/Cutscenes/3D Models
blutoniumboykeeper
Posted: Jan 2 2009, 12:43 PM


Bile Demon
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Group: NBK Team
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Joined: 28-July 08



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OK Guys, decided to start 2009 with a bang.

Before you ask, yes, I will be completing the Map Screen's 3D Render soon, don't worry...

I decided to make some Hi-Def 3D Models, which we can use for Cutscenes mainly, or even scale down their polycounts and use them in-game. I believe this will be more accurate as the same model is used for Intro/Cutscenes and in the game itself.

I know my sh1t when it comes to 3D, so you guys will be seeing a lot of me.

I started with the Horned reaper model, took me about 2 hours. It's far from complete as you can see there is no texture, and his face still needs those cracks (It's gonna be 3D cracks, not taking the texture/bump mapping shortcut)

So, if anyone's interested in helping making the Intro/cutscenes, please post your ideas here, or if you know 3D Studio MAX 9/ZBrush (You gotta know you stuff, please) then we can work together and be done much quicker.

If anyone can do excellent animation in 3dsmax9 with skeletal systems, rigging using max's native tools or Plug-Ins like bonesPro, please contact me as this is someone who would help a great deal.

So, basically we need:
1) Ideas for an Intro (It HAS to feature Horny in it, lol) and Cut Scenes.
2) Guys proficient in Animation, 3dsMax, or Character Rigging tools.

Enjoy the work in progress guys.... icon_wink.gif

I'll keep these old Horny pics in the thread:

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Chagui
Posted: Jan 2 2009, 01:15 PM


Tentacle
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Group: Creatures
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Hi!
I like your horny head model, but i think it will be too much high poly to being able to rig him.
But is very usefull using it for the normal/bump/cavity maps.
We can use a less than 10,000 polys and a lot of maps.
Have you seen the video of leaft4dead? their characters are low polygon, and they look awesome.
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blutoniumboykeeper
Posted: Jan 2 2009, 02:08 PM


Bile Demon
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Group: NBK Team
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Chagui, This is the hi-Def 3D Models Thread, for the CUTSCENES, and INTRO. it can be a million polygons, and 3D Studio Max will Render it.

Please read the thread properly, as I said we CAN SCALE THE POLYCOUNT DOWN if we wanted to (To eg. 10,000 like you said) for the Game Engine. I'm sure it will look good enough in-game with even less than that though...

In 3D Modeling, you create the high detail model first, and scale down as needed.

Anyway, Here is the Next Level of Detail, the bumps and cracks, etc... I tried to add more detail that wasn't even possible to the guys at bullfrog with DK2, as the tools weren't even invented yet.

Don't worry guys, 3Ds Max can handle plenty poly's.
will be modeling the rest of him soon, stay tuned.

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blutoniumboykeeper
Posted: Jan 2 2009, 02:41 PM


Bile Demon
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Group: NBK Team
Posts: 394
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Joined: 28-July 08



some basic cavity Texturing:

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ballwinkle
Posted: Jan 2 2009, 02:51 PM


Demon Spawn
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Group: Creatures
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DUDE THAT IS BUT UGLY!!!!

PERFECT! icon_biggrin.gif
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blutoniumboykeeper
Posted: Jan 2 2009, 03:14 PM


Bile Demon
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has anybody got ideas for a Intro though?

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blutoniumboykeeper
Posted: Jan 2 2009, 04:56 PM


Bile Demon
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Group: NBK Team
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The Body so far...

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Mefistotelis
Posted: Jan 2 2009, 05:30 PM


Dragon
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Group: Creatures
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Joined: 24-March 07



Wow.. You're good...


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kotti
Posted: Jan 2 2009, 06:07 PM


Imp
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Those are amazing icon_eek.gif
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blutoniumboykeeper
Posted: Jan 2 2009, 06:18 PM


Bile Demon
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Group: NBK Team
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Joined: 28-July 08



Thanks Mefistotelis & kotti

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almost done with the body. doesn't need to be perfect as a lot of Armour is gonna cover some parts. gonna spend most of the time with the shaders/textures.


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Chagui
Posted: Jan 2 2009, 07:38 PM


Tentacle
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I did read your topic, i was talking about the cinematics.

I'm sure your model will be way beyond a million polygons
i just did a test in Max, i dont know if you are considering render time as a factor.
i also remember you that there can be more than one character in a cutscene.

i RECOMMEND that you use that model to cap the normal map and work with a less that 100,000. it will make things easier, because there is no diference between an ultra-high poly and a moderate poly with maps.

I also must say that your model is looking pretty good.
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blutoniumboykeeper
Posted: Jan 2 2009, 07:54 PM


Bile Demon
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Group: NBK Team
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Joined: 28-July 08



I will be using displacement maps, that will render the med-detail model in high detail when rendering.

Render time is of no importance.

Trust me, there are MANY ways to render stuff in Super HIGH detail, with no impact on Real-time rendering when animating. I have been using 3dsmax for years dude, i know what i'm doing... icon_wink.gif

Next Itteration:

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Lquiz
Posted: Jan 2 2009, 10:17 PM


Dragon
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Group: Creatures
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I don't know if you like people telling you how fucking amazing your stuff is, but here goes. I know nothing about modelling, all I know is that I want you to make them all, as you are a fucking wizard/god at it.

/bow


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blutoniumboykeeper
Posted: Jan 2 2009, 11:09 PM


Bile Demon
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Group: NBK Team
Posts: 394
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Joined: 28-July 08



LOL thanx Lquiz, your comment is very much appreciated.

I will see how muchI can fit into NBK as time goes on...

Just remember, the in-game models aint gonna look this detailed, but bump maps/etc can be extracted to get close enough results...

Lets just hope we get a few 3Ds Max Pro's, to help with the animation/etc...

Guys, we need to get started on a script for the Intro, cause when i'm done with a few models I wanna start rendering it.

We need a NBK logo as well....Synesthesia?


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Mefistotelis
Posted: Jan 3 2009, 02:56 PM


Dragon
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Group: Creatures
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Joined: 24-March 07



Maybe the intro should explain more of what the keeper really is?

Some far retroperspective, like:
"At the beginning, there was only evil. And it was good!"

Then something about birth of humanity/heroes (or about heroes living in another dimension), and about keepers emerging from the interdimensional void.


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