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created HECU - now with SDK
on 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. [img]/images/graemlins/laugh.gif[/img]
So here they are:

I´ll try to import them into the game when I´m done.
Crits & Comments are welcome! [img]/images/graemlins/grin.gif[/img]
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 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?
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, veteran polycounter,
2,946 Posts,
Join Date Oct 2004,
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created Re: HECU
on 05-22-2007 11:57 PM
DAMN SLAUGHT! That's hot!
*cough* SDK *cough*
You be the SDK King!
-caseyjones
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, veteran polycounter,
3,866 Posts,
Join Date Feb 2005,
Location Malmö, Sweden
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created Re: HECU
on 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. [img]/images/graemlins/grin.gif[/img]
heh, this is what i mean;
http://www.globalsecurity.org/milita.../Image3897.gif
and
http://tietokannat.mil.fi/maavoimat_...&width=640
SDKSDK? [img]/images/graemlins/wink.gif[/img]
oh snap!
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, triangle,
263 Posts,
Join Date Dec 2006,
Location Finland
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created Re: HECU
on 05-23-2007 03:12 AM
Agreed, berets are worn tilted, with the crest flopped almost over the right eye.
ESS DEE KAY!
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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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created Re: HECU
on 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 [img]/images/graemlins/smile.gif[/img]
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, polygon,
502 Posts,
Join Date Nov 2004,
Location Århus, DK
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created Re: HECU
on 05-23-2007 11:17 AM
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. [img]/images/graemlins/laugh.gif[/img]
I´ll release the SDK when I´m done uvmapping.
Thanks for the comments! [img]/images/graemlins/grin.gif[/img]
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 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
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, card carrying polycounter,
2,021 Posts,
Join Date Oct 2004,
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created Re: HECU
on 05-23-2007 12:01 PM
Wow,
Nice job there m8 love the poly flow.
He's releaseing an SDK alert the polycount media~ [img]/images/graemlins/smile.gif[/img]
Final critic: Do what you think is best for your designs.
Blogfolio
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, card carrying polycounter,
2,394 Posts,
Join Date Jan 2005,
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created Re: HECU
on 05-23-2007 12:19 PM
Sweet work and an SDK!!!!! My eyes just teared up... Time to dig out my copy of HL [img]/images/graemlins/laugh.gif[/img]
ohhhh, will you release the models ready for game too?
please [img]/images/graemlins/smile.gif[/img]
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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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created Re: HECU
on 05-23-2007 02:55 PM
Slaught is the new MoP :P
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, polycounter,
1,031 Posts,
Join Date Oct 2004,
Location Baltimore, MD
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created Re: HECU
on 05-23-2007 03:09 PM
nice Polygonanzahl on model =)
and it looks kinda neat, share sdk
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, veteran polycounter,
2,700 Posts,
Join Date Feb 2006,
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created Re: HECU
on 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 [img]/images/graemlins/laugh.gif[/img]
ohhhh, will you release the models ready for game too?
please [img]/images/graemlins/smile.gif[/img]
[/ 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.
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, dedicated polycounter,
1,563 Posts,
Join Date Aug 2006,
Location Irvine, CA
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created Re: HECU
on 05-23-2007 04:31 PM
good...very good models!
keep up
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, spline,
240 Posts,
Join Date Dec 2006,
Location UA|Odessa
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created Re: HECU
on 05-24-2007 05:20 AM
Slaught, I must say that your low poly meshes are amoung the best I've ever seen.
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, triangle,
295 Posts,
Join Date Jun 2006,
Location Coral Springs, FL
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created Re: HECU
on 05-24-2007 10:15 AM
When these are finished, release them to the public. You cannot keep good models to yourself [img]/images/graemlins/wink.gif[/img] unless they are supermodels... but thats a different story.
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, triangle,
492 Posts,
Join Date Apr 2006,
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created Re: HECU
on 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. [img]/images/graemlins/grin.gif[/img]
There´s a photoshop plugin on the internets.
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 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. [img]/images/graemlins/grin.gif[/img]
Should I just release the SDK or do you guys want me to try putting together a working mdl for use in HL:source?
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 05-25-2007 10:20 AM
BOTH!!!! [img]/images/graemlins/laugh.gif[/img]
Do the SDK first then do the model ingame after [img]/images/graemlins/wink.gif[/img]
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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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created Re: HECU
on 05-26-2007 10:39 AM
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 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://rapidshare.com/files/33572314/soldier.rar.html
in archive only obj, texture on such uv is deal for real guys.
enjoy
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, veteran polycounter,
2,700 Posts,
Join Date Feb 2006,
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created Re: HECU
on 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. [img]/images/graemlins/laugh.gif[/img]
Slaught, thanks again for the SDKs, these'll be fun. You're like a damned modelling machine. [img]/images/graemlins/laugh.gif[/img]
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, dedicated polycounter,
1,395 Posts,
Join Date Jan 2006,
Location Singapore
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created Re: HECU
on 05-26-2007 04:56 PM
Sure Dude, I suck at mapping [img]/images/graemlins/laugh.gif[/img]
"I dont believe in Triangles"
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, polycounter,
766 Posts,
Join Date May 2005,
Location Germany
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created Re: HECU
on 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)
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, card carrying polycounter,
2,021 Posts,
Join Date Oct 2004,
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created Re: HECU
on 05-27-2007 12:41 AM
Slaught, you got gold in your hands ... profoundly amazing style ... im going to study your loops [img]/images/graemlins/smile.gif[/img]
Ok, now back to circumcision...
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, triangle,
268 Posts,
Join Date Sep 2005,
Location Montreal - Qc
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