View Full Version : Ellen Ripley, my plug-in player model for Doom3
02-05-2005, 10:16 AM
Hello everybody, It has been a long time since I came on this forum but I return with my plug-in player model for Doom3, Sigourney Weaver/Ellen Ripley (alien 4 resurrection)
(and I hope to find a high poly contract work with this model)
Ripley has 1998 poly, she has a normal map, diffuse map, specular map and bump map. We see a small line in the middle of the character but it doesn't appear in the game.
for the next update, I will add textures and ingame screenshots.
I use der_ton md5viewer(www.doom3world.org), thanks der_ton, and thank you Vahl for your help!
Now, I wait for your notices on my Ripley /images/graemlins/smile.gif
02-05-2005, 10:24 AM
you can see the texture seam in the middle of her head o_O
02-05-2005, 10:49 AM
What I did to avoid seams like that with mirrored UVs was to include a part of the other half of the model without UV coords. That way all the verts along the seam have the proper normal during rendering.
Guess more people making D3PPMs means I should get my lazy bum to continue working on D3PPM support, eh? I have a pretty good version (does what it should, might need a GUI, though...) right now but I need to detect when the model loader defaults to avoid exploits...
02-05-2005, 10:54 AM
Nice Teddy, i'm not a big fan of the low poly mesh, i would have built the low poly diffrently. The high poly mesh is great very nice work there.
Her head is a tid bit too big, but only by something like an inch.
02-05-2005, 11:49 AM
yup good job
you could deffinately pay more attention to her proportions,
the lower leg is really short, and upper leg is too long (as in, knee is too low)
the head is indeed too big, less forehead and less jaw and its cool
the sternum bone should be more evident, right now her chest plate is very flat -- with all respect to her boobs and all (and theres not much respect really)
her upper arm is also pretty long
from head to toe, roughly, she seems proportional to me, but uve got plenty of "inner" proportions issue that make her look off
Pretty damn cool Teddy. To add more comments about her proportions, unless the aspect ratio of my monitor is borked, certain elements of her have a vertically elongated feel. Like her head and torso too tall in front ortho. It's a pretty good job overall though man.
Whaddya think about this image right? I widened ( but very slightly scaled down ) the head, pulled the wasitline and boobs up ( the boobs could go even higher still ) , pulled the knees up, widened the hips and narrowed the shoulders a little:
02-05-2005, 10:38 PM
The materials look really nice in game, but I agree with daz's Crits. She looks off proportion wise as it stands right now.
02-05-2005, 11:18 PM
Her brain dome is massive... or is it me?
02-05-2005, 11:32 PM
I also agree with Daz. his new proportions are much better. I think you got a good start but it needd some tweeking. textures are looking good but maybe grease them up a bit with some dirt and grime from battle? just a thought. Keep on pumpin'
02-07-2005, 10:21 AM
I completely agree with you concerning the proportions of the model, but the problem is that to be able to reuse the skeleton and all the animations of the multiplayer model, it's necessary to have about the same proportions, otherwise the model will deform badly.
As you can see it, the proportions of the model are not adapted to a feminine model (and knees are low)
I made some modifications but with the constraints which are imposed on me, I don't think that I can make better. /images/graemlins/frown.gif
(the texture seam don't appear in game)
02-07-2005, 10:57 AM
Although this is an excellent effort, (it looks VERY close to the source character in Resurrection) I do have one complaint. I never liked Alien: Resurrection. I would have have much preferred to have seen an Ellen Ripley model based off of how she looked in Alien, or even better, Aliens. Of course, you already made the high-poly model for this rendition, so there isn't any chance of going back at this point. When you finish with this model though, please consider one of those versions.
Ah well, cool man. Under the constraints she looks pretty darn good. /images/graemlins/smile.gif It looks just like her.
02-07-2005, 08:30 PM
Could you possibly lower the forehead just a little. She has a very vertical forehead, but even so, the height, is making it look like the distance to the top of her head from her eyes is greater (when looking straight on), than the distance from the bottom of her chin to her eyes. otherwise. print it, and ship it, Nocely done job.
02-07-2005, 09:23 PM
she`s pretty good lookin`, for a girl, oh yeah.
'And her eyes are wide open!'
The more i see this model Teddy, the more I believe you made an great work in capturing the likeness. It's just 'her' /images/graemlins/smile.gif
Maybe you could add some saturation variation on her fleshy bits tho : around the joint/articulations, on her cheeks, stuff like that. Maybe it would allow you to stay away from the plastic look that everything has in Doom3... But I'm just guessing since I don't have much experience with the engine /images/graemlins/smile.gif
And post these ingame shots damnit!
02-17-2005, 01:58 PM
I finally could make ingame screenshots, but In the sight of my shots I have to make some textures modifcations thus I will post others of them soon.
A successful photo taken by Vahl. KDR_11k, we used your great mod and I think you should speak about your mod on doom3world.org
Looks great in the game. Good work.
heh very cool indeed man! She sits so well in the Doom3 universe.
02-17-2005, 02:40 PM
Looks great in the doom engine!
02-17-2005, 03:15 PM
hey teddy, great job, very well done
02-17-2005, 04:22 PM
The only things that looks a bit funky is the way the right wrist is bending and the left upperarm intersecting with the shoulderpads. Great work all around! She really fits in DOOM3.
02-17-2005, 04:40 PM
wow i'm impressed
02-17-2005, 04:42 PM
Oh dear lord! That's increadible!
Mind showing us her maps? (bump, specular, and normal). I'm curious as to how those look.
02-17-2005, 05:55 PM
that looks awesome. she's just begging for some aliens to smear.
So is this for a mod Teddy?
02-17-2005, 07:51 PM
wow that's awesome. i saw someone actually post about this model on another forum i go to, so i guess it's getting around some.
02-17-2005, 08:17 PM
Nice high poly model. Looks really good in game too
02-17-2005, 08:49 PM
Great job man, very recognizeably her. Congrats on a job well done.
02-18-2005, 06:16 AM
I think it looks great other than the feet. They seem to be in an odd position in that stance...but that may just be the angle of the screenshot.
02-18-2005, 12:46 PM
Looks great, Teddy!
Still got a faint seam line down the middle of ther face, but it *does* look like her.
02-22-2005, 07:19 PM
thanks for all the comments and here last shots.
about the faint seam line on her face, I can't better do, I think that it is due to my gf44200 who must use compressed texture in doom3...
Daz, it's not for a mod , just for my showreel /images/graemlins/smile.gif
after I would have liked to make a alien, but I must make another thing that only character for my showreel, thus the alien will be for the unreal engine3 lol
made these screenshot with my little gf44200, thus be lenient about the quality of the shoots /images/graemlins/smile.gif
Mebbe the elbow weighting could get some help? But so very cool man! Id software quality at least!
02-22-2005, 10:15 PM
looks tight dude, but her nose looks a little jacked up on some of those screens theres some weird shadow right on the tip.
02-23-2005, 07:01 AM
Yeah, her elbow is really messed up.I'm not sure if it's a stretch issue, or if the model didn't have any shape there. It looks square in many of those images. I'm assuming stretching though.
02-23-2005, 08:19 PM
nice model. she seems to be looking up in every screenshot though, is taht just a coincidence?
02-24-2005, 06:48 AM
I will see for the elbow, but I don't have much poly(1998), so not easy.
she seems to be looking up in every screenshots because I had to lower the camera to take more details of the body thus she always looks above the camera.
how to control the camera for your screenshots:
If using third person view, this determines the height of the camera from normal view height. Positive values raise the camera above normal view height, negative values below normal view height.
If third person view is being used (i.e. pm_thirdPerson is set to 1), this determines the angle of the third person camera view. 0 (the default) is behind the player, while 180 is looking directly at the player's face. Other values view the player from various angles.
If using third person view, determines the distance of the camera from the player. 80 is the default, and 0 is right inside the players head.
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.