View Full Version : BrainBread!Mundus vult decipi (Zombies)
LordScottish
10-21-2004, 02:02 AM
Hello everybody!
I just finished the website, the zombies and the weaponmodels for the mod brainbread. You cann see all of them here:
Brainbread! (http://www.ironoak.de/BB/)
Those are the zombieversions of the playermodels:
http://www.ironoak.de/BB/neigh_zombbig.jpg
They are around 1300 polys each.
They even let me model/skin a madmax sawed off
http://boards.polycount.net/images/icons/poly128.gif
http://www.ironoak.de/BB/jpgsmall/heaven_gate2.jpg (http://www.ironoak.de/BB/jpgbig/heaven_gate2.jpg)
For more pictures check the gallery website (there are also some ingame shots): Gallery (http://www.ironoak.de/BB/index.php?page=media)
Jackablade
10-21-2004, 03:42 AM
Looking good for the limited resources you've got to work with. The guy on the left hand side looks like he's lacking something... perhaps a bit more dpeth, a few darker patches and what not in the blood on his chest or something. I know working with the 256 colour textures is a bitch.
What does Mundus Vult Decipi mean?
LordScottish
10-21-2004, 03:59 AM
You're right, a bit more shading would be good. Mundus vult decipi means somethint like "the world wants to be deceived".
BackSlash
10-21-2004, 05:39 AM
Great work Lord Scottish, I have always liked your work. You ever think about movie away from halflife to increase texture and model detail? HL2 Perhaps?
LordScottish
10-21-2004, 06:48 AM
Thanks BackSlash! I won't participate on the next projekt of ironoak, but I have a concept for a hl2 mod in my mind and I'd love to work with more modern technique someday /images/graemlins/smile.gif On the other hand I'll always miss the old hl days, when a mod could be developed in 3-4 months with a small team of friends /images/graemlins/smile.gif
Irritant
10-21-2004, 10:28 AM
[ QUOTE ]
Great work Lord Scottish, I have always liked your work. You ever think about movie away from halflife to increase texture and model detail? HL2 Perhaps?
[/ QUOTE ]
One can increase level of detail using the original HL engine.
My highly modified Q2 engine uses character models as high as 4000 polys, skins 1024x512, with no problem at all.
Zombies are cool, btw. Looks like a fun game /images/graemlins/smile.gif Nice job!
LordScottish
10-21-2004, 02:26 PM
Yes that's true. The black hawk has 3300 polys and even transparent glass ingame, but hl can't handle more than around 2700 polys. We just hat to split the model up and code them together /images/graemlins/smile.gif with some tricks you can get a lot out of hl
IceWolve
10-21-2004, 05:22 PM
The foot on the second guy on the left looks like its messed up.
LordScottish
10-22-2004, 12:11 AM
Yes, but he doesn't feel pain, he's a zombie http://boards.polycount.net/images/icons/poly128.gif
IceWolve
10-22-2004, 10:12 AM
Oh its turned side ways /images/graemlins/blush.gif i thought it was a deformation problem or something, nevermind >_<
poopinmymouth
10-24-2004, 02:48 PM
lookin good man, i like the underlying textures, but the blood is really fake looking. its never that red except possibly over white surfaces. try to get more dark crimsons and browns in there and it will be much more realistic. if you want, play around with my blood brushes, they work real good on a multiply layer
www.poopinmymouth.com/wip/blood.abr (http://www.poopinmymouth.com/wip/blood.abr)
LordScottish
10-27-2004, 05:55 AM
Great, thanks a lot poopinmymouth! they work very well
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.