The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!
Heres the high poly of the Field Ops class, created by Ben, which will be used to create the normal map and low poly mesh for ingame use. I haven't got a great deal of info on this for you all, but I'm sure Ben will fill you in with any details you may wanna know :p
Its based on a concept by Biterman, which you can find on our website, here: Team-blur-games.com
NOTE: The hair isn't present in this shot, for obvious reasons :p
Have a good halloween everybody, and remember that we still need help, mostly with mapping, so if you know anybody... Bird is the word
really nice!
His bag reminds me GhostBusters!
Its not a bag, its a backpack.
Please dont tell me that wire would be hanging out like that all the time.
The model is shown here in no pose, because its a high poly mesh. When animated it will be different of course.
Maybe you could wrap it around his arm or something?
Would look worse and be harder to rig.. loose loose situation.
Ditch it altogether, then.
Wow, obvious troll is obvious.
The tube will be fine to animate and weight, it just won't be an automatic process. Seeing as we use a skeletal animation system anyway, it wont cause a huge head ache. Lay off with the trolling, this **** takes a long time to make, the last thing anybody needs when pumping out art like this is people trolling.
Actually it was just a suggestion from a fellow artist (one who fully appreciates the investment of time involved), but you go ahead and take comfort in your intermemes.
Asking a team to ditch an asset that took a long time to create all together because you don't agree with something isn't valid feedback, its trolling in my eyes. You are more than welcome to do better, there are spaces available if you think you can top it, thats never a problem.
I was referring to the tube, not the whole model -_-
Well in that case :p
The tubes ok, it may not be standard on models, but thats just because it poses a little extra work. Its still workable.
I've designed stuff with tubes b4 and it's never worked out for me, so I've always ditched it and gone for a more conventional look.
Hope you can pull it off.
If it gets to a stage where it just causes a million and one head thumping nights of funless animating, it will take seconds to remove with no huge issue, so its not really a monster set of work in that regard.
We shall see, or rather you shall see... I have already seen.
Excellent work! Cant wait for the weapons.
xD Nice job...
looks great :D im suprised this is really what ID tech 2 engine can do O_O it's freakin 10000x better looking than doom 3 models!
:) Even though this isnt the ingame model, Ben has done, again, a very awesome execution of the concepts.
This is a high poly source model for use in creating the normal maps that go on the low poly. This isn't ingame, its far, far too many polygons for ingame use.
As for Doom 3, you have to remember it was a long time ago, and it was a very early implementation of normal mapping. It looks fine when you think about what else it had to go up against at the time.
Epic, as always!
Bloody Awesome guys! Keep it up :)