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Nemix
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Friday, October 23, 2009
Vegetto - New ZEQ2 Lite Character
Pictures:
"New Version Coming Soon After I Get 3D Studio Max 8 And Learn How To Add New Models!"
Goku Based Version Download:
http://www.megaupload.com/?d=JWG237I4[/list]
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dbzspriter
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Friday, October 23, 2009
its happening beacause you have only edited the textures not the model
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medoxas
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Saturday, October 24, 2009
I think you should make better icons, because they look pixeless if you know what I mean ;D
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Nemix
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Saturday, October 24, 2009
Those are Budokai Tenkaichi Icons, Once I've got the Models done, I'll make Icons with the actual Models.
As for dbzspriter... no, you're wrong I didn't just edit the textures, I also edited the model, and that's why it's messed up.
by the way I'm doing a new Head, madman doesn't like me using Earth Special Forces Models.
Edit:
I know my rights... I can double-post
If I'm posting an update.
in game Looks: (My Problem)
And here's The 3D Head
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The-Kakarotto
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Saturday, October 24, 2009
I like, I like a lot.
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Nemix
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Saturday, October 24, 2009
Finally, I'm going to do Super Saiyan and tweak it a bit and then release it... hmmm who is going to be my next model? ^^
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Deathshot
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Saturday, October 24, 2009
Your next model is going to be.... hmmmmm... Janemba.
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The-Kakarotto
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Saturday, October 24, 2009
Is it just me? Or are his eyes the same colour as his skin?
Still Loving it
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ESFER25
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Saturday, October 24, 2009
BAH, that's just change a bit the head textures, or the screen is the problem. Nice model
Postscript: Change that icon PLEASE, is horrible
PD2: Do you will release it? *intense laughter*
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Nemix
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Saturday, October 24, 2009
I would defently do Janemba if the ZEQ2 Model wouldn't stay like this:
and if they would stay like this:
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The-Kakarotto
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Saturday, October 24, 2009
Hmmm.
Not to fond of Janemba, although he is underrated.
Brolly wasn't all that great and people rant about him. All I get from Brolly is Arnold Scwarzneggar turned white and american on steriods who lacks the ability to say almost everything BUT Kakarot.
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Deathshot
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Saturday, October 24, 2009
looks like they got punched in the nuts pretty hard..
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The-Kakarotto
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Saturday, October 24, 2009
Agreed.
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ESFER25
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Saturday, October 24, 2009
I think then Vegetto need smile, like in the anime
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Nemix
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Saturday, October 24, 2009
All I meant was that the ZEQ2 Models stay in that bad to edit position...
and Earth Special Forces Models have that great position where you can edit it very easily... it's harder to edit models in ZEQ2...
Hey ZEQ2 Team ^^ make the models reference position like the one from Earth Special Forces and I will add Janemba and Brolly in the game >
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Deathshot
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Saturday, October 24, 2009
Might be just something to do with Milkshape.
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Nemix
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Saturday, October 24, 2009
I don't think so, I edited Vegetto's Entire Body in Milkshape, you know made his gloves bigger, made the boots more like Vegetto's and deleted the knot from his waist and ingame...
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Deathshot
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Saturday, October 24, 2009
Oh man. I always Knew Vegetto would get beat up by Gogeta someday but slam!
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Baldwin
Lost Soul
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Saturday, October 24, 2009
Nemix when are you going to release this character??
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BlackhawkGT
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Saturday, October 24, 2009
When it's done?
Also, Watch my blog again Nemix >.>
Anyways : If you want, I could gladly help you adding Super Saiyan to Vegetto
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Nemix
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Saturday, October 24, 2009
I added Super Saiyan to Vegetto
model and code for transformation
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Zeth
The Admin
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Saturday, October 24, 2009
The fetal position pose you are seeing has nothing to do with the models and everything to do with your import plugin (or Milkshape in this case). Unlike the ascii-based SMD, MD3 is an actual compiled format and thus does NOT import well -- at least not with animations. There is a fairly decent import script for older versions of 3dsmax, but you'd need to dig that up.
Since Quake 3 does not natively have a skeleton structure, all animation frames are collapsed into raw vertex positions when the model is exported to MD3. While this does allow easy support for vertex animations and faster performance overall, it does mean that the memory usage of the format is effectively much greater than a skeleton format AND that you will not be able to salvage much at all aside from raw vertex key poses from ANY import.
Ideally, it's best to work from an original pre-MD3 version of a character if you intend to salvage skeleton/weighting/animation and other data.
As far as the texture issues go, I suggest you separate the eyes into a unique submesh to avoid cel-shadow overlaps. Additionally, you should consider disabling mip-mapping on your shaders so the textures don't blur so easily.
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Nemix
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Saturday, October 24, 2009
I wish making models for ZEQ2 would be as easy as making models for Earth Special Forces ^^
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Zeth
The Admin
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Saturday, October 24, 2009
Aside from the 3 model split rule (which allows independent animation sequences per part without skeletal blend masks), and the fact that you have more capability with actual material assignments per sub-mesh, there's not much difference.
As with any game, you simply need to understand what's involved in the export process.
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Nemix
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Saturday, October 24, 2009
I've been talking to Bradley, I'll soon get 3D Studio Max 8 and with the stable MD3 Importer/Exporter.
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