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Hi, this project is really cool.
I see you have mouse look, are you planning to implement WASD controls as well, with sidestepping instead of turning? That'd be really cool.
I'd love a possibility of replacing 3d models/skeletons/animations, or placing static meshes on top of original level geometry, that'd allow for almost full remakes.
Also you're using parts of Tenebrae - does this mean dynamic lights, shadows and bump mapping? Wet dream!
Thanks, the body shape has been my main focus, the outfit is something I'm definitely working on.
Like your usual dead beat lazy artist living with his mother. Luckily too broke to get addicted to anything serious :]
Damn, I hope I still have it myself... then I'll repost it for sure.
thnx dude :)
Yep, it's meant to be a lazy walk, so she's dragging her feet alright; they lift slightly, but agreed, not nearly enough. I haven't begun working on the arms movement yet, only started with the hand reaction to heel stomp, which I'll likely reduce a bit. I'm also going to reduce the exaggerated pelvis movement as i probably won't need it while the legs lift higher. The chest too needs to go a little forward and up as she stomps. We'll see what comes out, thanks for the comment dudde :)
oooh, happy uh, friday i guess ;)
You want the bag model? I think I still have it on some old cd, but are you sure you've checked all simon models in cof? There's like 79 of them, one is bound to have it...
No, they are less worser
Joł. Są tu jacyś modelerzy/animatorzy z naszej Polandii?
As opposed to 5M it is :P I don't think character models go below 10k a lot these days, Alyx in HL2 was 9k irc, and that was 8 years ago; still the amount of detail my model holds is hardly worth 13k, I think someone smart could easily do the same thing with 7-8k. There are areas from which I could shave off some 2k polys, but I'm not too concerned for now, it's my first character out of zbrush, and I want to keep my pipeline as simple as possible.
Thanks for the kind words bro :)
Nicely done! They have a cool interview with the company that made vfx for The Thing, over at Zbrush site.
Thnx bro :)
Thanks a lot, check out the low poly pic!
Thanks, I'm definitely looking into making a turntable video, maybe even an interactive one in flash or something; Right now I can't seem to get zbrush to use bpr for it though, only the preview renderer... Anyways before i get to that, I want to redo the hair, and add a bag.
Actually you're giving me too much credit here
Sweet, Goldsource should have dynamic lighting, shadows from this would be spectacular!
Oh thanks dude, I'm really grateful you say that, I already see about a dozen flaws that I cba to correct ;)
Home project, learning and portfolio stuff, but depending how it goes, a tiny semi-playable something might yet come out it.
I envy you so much! I can't afford one right now, and it would make stuff so much easier, especially vector drawing.
I'm about half way through office complex now, does the game feel awefuly silent to people as well? It seems there's barely any ambient noises.
Still can't figure out how to adjust the walk speed, strangely enough, walking is actually activated by pressing the sprint button! Still it's almost as fast as running, barely making any difference. It's hard to do jumping puzzles without that additional control.
Hi, I've got a question, how can I change the walking speed? Regular hl2_walkspeed doesn't do a thing, please help.
Congratulations on the release, if you start your own game company, you should call yourself The Science Team!
Very cool, I like the details on the backpack!
Does Blender let you sculpt as well? I too should probably try and learn some software that I can legally acquire ;p
I might redo the hair at some point, but I'm sick of it for now because this one took long enough as it is. And since it's meant to be low res, most of the messiness shold fade out anyway.
9,5/10, and people don't get it. whuuuh?
i hear ya, i'd do it while texturing though, and I'm not sure I'll be finishing this one.