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Slaught's Avatar
Old (#1)
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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gauss's Avatar
Old (#2)
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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Emil Mujanovic's Avatar
Old (#3)
DAMN SLAUGHT! That's hot!
*cough* SDK *cough*
You be the SDK King!

-caseyjones
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jaalto's Avatar
Old (#4)
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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LoTekK's Avatar
Old (#5)
Agreed, berets are worn tilted, with the crest flopped almost over the right eye.

ESS DEE KAY!
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nkoste's Avatar
Old (#6)
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more sides to the 4-sided limbs just to get a little more rounded forms, because it's really old-school, borderline outdated, with the amount you have.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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Slaught's Avatar
Old (#7)


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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CheapAlert's Avatar
Old (#8)
Don't forget to make the mouth. You may not notice this but the grunts have a mouth bone too
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D4V1DC's Avatar
Old (#9)
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.
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Xaltar's Avatar
Old (#10)
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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steady's Avatar
Old (#11)
Slaught is the new MoP :P
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conte's Avatar
Old (#12)
nice Polygonanzahl on model =)
and it looks kinda neat, share sdk
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Ghostscape's Avatar
Old (#13)
[ 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.
Portfolio - www.ghostscape.com
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Pavel's Avatar
Old (#14)
good...very good models!
keep up
works:
sketchfab
p3d.in
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Cybroxide's Avatar
Old (#15)
Slaught, I must say that your low poly meshes are amoung the best I've ever seen.
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zenarion's Avatar
Old (#16)
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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Slaught's Avatar
Old (#17)
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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Slaught's Avatar
Old (#18)
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?
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Xaltar's Avatar
Old (#19)
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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Slaught's Avatar
Old (#20)
Have fun! [img]/images/graemlins/grin.gif[/img]
http://rapidshare.com/files/33535865/hecu.rar.html
"I dont believe in Triangles"
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conte's Avatar
Old (#21)
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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LoTekK's Avatar
Old (#22)
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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Slaught's Avatar
Old (#23)
Sure Dude, I suck at mapping [img]/images/graemlins/laugh.gif[/img]
"I dont believe in Triangles"
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CheapAlert's Avatar
Old (#24)
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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snap.crackle.pop's Avatar
Old (#25)
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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