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View Full Version : HECU - now with SDK


Slaught
05-22-2007, 10:49 PM
aka. Half-life´s Grunts.

Decided to play HL1 and downloaded the high definition pack.
The Grunts looked so bad I wanted to do my own versions. /images/graemlins/laugh.gif

So here they are:
http://img525.imageshack.us/img525/4642/hecuwip07tp9.jpg
I´ll try to import them into the game when I´m done.

Crits & Comments are welcome! /images/graemlins/grin.gif

gauss
05-22-2007, 11:40 PM
nice work. only thing that catches my eye in these that i've noticed both in HL1 and especially HL2 is the slightly too-long arms--but if you're planning on attaching these to the HL1 animations, not much you can do about that, then.

other than that i'm digging the poly flow. crotch could cause problems, though, perhaps?

Emil Mujanovic
05-22-2007, 11:57 PM
DAMN SLAUGHT! That's hot!
*cough* SDK *cough*
You be the SDK King!

-caseyjones

jaalto
05-23-2007, 12:42 AM
Nice work, as always. I think the 1st man's beret could be rotated to other side a bit more, but that is just my personal opinion. /images/graemlins/grin.gif

heh, this is what i mean;
http://www.globalsecurity.org/military/library/policy/army/fm/7-21-13/Image3897.gif
and
http://tietokannat.mil.fi/maavoimat_kuvapankki/include/thumbnail2.php?id=105&width=640

SDKSDK? /images/graemlins/wink.gif

LoTekK
05-23-2007, 03:12 AM
Agreed, berets are worn tilted, with the crest flopped almost over the right eye.

ESS DEE KAY!

nkoste
05-23-2007, 07:33 AM
Hi Slaught

It's looking great as per usual. I would consider adding some more sides to the 4-sided limbs just to get a little more rounded forms, because it's really old-school, borderline outdated, with the amount you have. Why not take the polycount up a bit, so that you can see it's updated versions of the old models? The engine can handle it. I agree on the crotch being a difficult spot, since I've done HL model adaptations myself and not having the option the weight you verts can lead to serious deformation.

Keep going /images/graemlins/smile.gif

Slaught
05-23-2007, 11:17 AM
http://img258.imageshack.us/img258/7462/hecuwip07lg0.jpg

I tweaked the mesh a bit, scaled the head, rotated and tilted the beret, redid the shoes and added some polys to round out some parts.
With Gordon always hearing the messages of the enemy I thought they must´ve had the radio attached directly to their chest. /images/graemlins/laugh.gif

I´ll release the SDK when I´m done uvmapping.

Thanks for the comments! /images/graemlins/grin.gif

CheapAlert
05-23-2007, 11:21 AM
Don't forget to make the mouth. You may not notice this but the grunts have a mouth bone too

D4V1DC
05-23-2007, 12:01 PM
Wow,

Nice job there m8 love the poly flow.
He's releaseing an SDK alert the polycount media~ /images/graemlins/smile.gif

Xaltar
05-23-2007, 12:19 PM
Sweet work and an SDK!!!!! My eyes just teared up... Time to dig out my copy of HL /images/graemlins/laugh.gif

ohhhh, will you release the models ready for game too?

please /images/graemlins/smile.gif

steady
05-23-2007, 02:55 PM
Slaught is the new MoP :P

conte
05-23-2007, 03:09 PM
nice Polygonanzahl on model =)
and it looks kinda neat, share sdk

Ghostscape
05-23-2007, 04:17 PM
[ QUOTE ]
Sweet work and an SDK!!!!! My eyes just teared up... Time to dig out my copy of HL /images/graemlins/laugh.gif

ohhhh, will you release the models ready for game too?

please /images/graemlins/smile.gif

[/ QUOTE ]

If you released the exported models in the SDK so all we had to do was convert our textures over to the HL1 format to get these in game that would be freakin' AWESOME.

Pavel
05-23-2007, 04:31 PM
good...very good models!
keep up

Cybroxide
05-24-2007, 05:20 AM
Slaught, I must say that your low poly meshes are amoung the best I've ever seen.

zenarion
05-24-2007, 10:15 AM
When these are finished, release them to the public. You cannot keep good models to yourself /images/graemlins/wink.gif unless they are supermodels... but thats a different story.

Slaught
05-24-2007, 12:33 PM
Thanks for all the praise guys!

I´ve just finished the mapping of the body and first characters head.I´ll slap a fast diffuse on it and try to get it into the game to see how the mesh acts with hl´s animations.

@ghostscape
Sure, no problem.
All you need to do is save your texture in source´s vtf format and place them in the materials folder. /images/graemlins/grin.gif
There´s a photoshop plugin on the internets.

Slaught
05-25-2007, 09:03 AM
Steam´s a f*cking cockblock.
None of my usual tools work right now...tried it with studiomdl but it just compiles half of the model and stops.

I´m pretty much done tho. /images/graemlins/grin.gif
Should I just release the SDK or do you guys want me to try putting together a working mdl for use in HL:source?

Xaltar
05-25-2007, 10:20 AM
BOTH!!!! /images/graemlins/laugh.gif

Do the SDK first then do the model ingame after /images/graemlins/wink.gif

Slaught
05-26-2007, 10:39 AM
Have fun! /images/graemlins/grin.gif
http://rapidshare.com/files/33535865/hecu.rar.html

conte
05-26-2007, 02:43 PM
i've changed uvs, i hope it's ok.
a lot of stretches, but you can work with it.
http://img511.imageshack.us/img511/1520/23540242yz4.jpg
http://rapidshare.com/files/33572314/soldier.rar.html
in archive only obj, texture on such uv is deal for real guys.
enjoy

LoTekK
05-26-2007, 03:29 PM
Shit, nice layout on those UVs, conte. 256'll be a snap after working exclusively with 128s and smaller for the last few weeks. /images/graemlins/laugh.gif

Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine. /images/graemlins/laugh.gif

Slaught
05-26-2007, 04:56 PM
Sure Dude, I suck at mapping /images/graemlins/laugh.gif

CheapAlert
05-26-2007, 05:16 PM
gee i wish my sdks had such attention again (not since 2002) but let's not boohooderail a good thread

any plans on sticking these guys in stock half-life? The poly count is just right and the textures aren't a split up mess. Perhaps it'll be faster on slower comps with this model than the original with much less drawing calls for the split-up surfaces (valve are quite messy)

snap.crackle.pop
05-27-2007, 12:41 AM
Slaught, you got gold in your hands ... profoundly amazing style ... im going to study your loops /images/graemlins/smile.gif

Slaught
01-22-2008, 10:33 PM
Holy shit, they´re finally in half life...and it just took me half a year. /images/graemlins/laugh.gif

http://img250.imageshack.us/img250/8722/hecu1uq8.jpg http://img250.imageshack.us/img250/8517/hecu2dd9.jpg

Not final, still gotta skin the other three heads and import ´em into the game.
Also need to rerig some things.

leilei
01-22-2008, 11:19 PM
that's a wacky low hip there

Slaught
01-23-2008, 01:18 PM
Probably due to the camera angle...I didn´t change anything on the models except the scale and the pose of the arms.

http://img180.imageshack.us/img180/5749/hecu3tt2.jpg

Textures are heavily photosourced, but I did a lot of repainting and stuff. /images/graemlins/crazy.gif
The folds I painted in the suit are nearly invisible because the camo overlay was quite dark, I´ll probably revisit that.

Japhir
01-23-2008, 01:44 PM
looking tight! really digging it! maybe rework the cammo overlay near the crotch a bit so it isn't so obviously semetrical.

Emil Mujanovic
01-23-2008, 05:19 PM
Stunning work from you, Slaught. As usual! Great seeing them in game as well.

-caseyjones