obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 1:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 2:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 2:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 4:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 5:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 5:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 1:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 2:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 2:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 4:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 5:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 5:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm :
Something new I'm working on. As before I think this monster might be fairly recogniseable.. :)

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm :
hey nice work............. cant wait to blast a shotty into that



ColdT@Posted: Fri Jul 07, 2006 1:25 pm :
Awesome :shock: Can I use it in my map... plz, plz, plz?



Ww3@Posted: Fri Jul 07, 2006 3:49 pm :
Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful :)



modern@Posted: Fri Jul 07, 2006 4:15 pm :
Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?



obihb@Posted: Fri Jul 07, 2006 4:41 pm :
Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.



obihb@Posted: Fri Jul 07, 2006 12:50 pm    Post subject: (WIP) - The Wizard...: Something new I'm working on. As before I think this monster might be fairly recogniseable.. Smile

Here's a little ingame clip.

Got one or two shots posted over here.

The model is pretty much being created for heXum's mod, Shambler's Castle.
_________________
Obi-Wan



Shikamaru@Posted: Fri Jul 07, 2006 1:01 pm    Post subject: : hey nice work............. cant wait to blast a shotty into that
_________________
You learn something new everyday.........at Doom3World.org Smile



ColdT@Posted: Fri Jul 07, 2006 1:25 pm    Post subject: : Awesome Shocked Can I use it in my map... plz, plz, plz?
_________________
Cold-T
http://www.makeittomorning.co.uk



Ww3@Posted: Fri Jul 07, 2006 3:49 pm    Post subject: : Again, top notch.

Can't wait to play Shambler's Castle. I hope the gameplay stacks up to these great models!

edit: PS, If HeXum could also convince you to make the Ogre, Rottweiler and the Enforcer, I would be very grateful Smile
_________________
\\\ Ww3 Designs ///



modern@Posted: Fri Jul 07, 2006 4:15 pm    Post subject: : Hey, very nice!

How did you make this? I noticed the low poly has nice even quads, which makes it nicely subdivide in Zbrush. So did you make the low poly in Max, and then generate a normal map in Zbrush?

Thats the way I have been doing things, but what I would like to do is get the high poly from Zbrush into Max, and that would mean I could make a better low poly model that is not dependant on nice even quads, and then render to texture, but Max cant handle the high poly in my experiance?
_________________
http://creativecommons.org/



obihb@Posted: Fri Jul 07, 2006 4:41 pm    Post subject: : Thanks!.

The model is quaded because no real room or need for optimising it. It's so simple to start with I left it like that.

The one I use for ZB however has more subdivisions to start with so that the polys are more square in shape and not rectangular. That helps alot in ZB. The initial model is made in Max and then exported to ZB.

The way I render the normal map is not from ZB. I render them from Max. The model exported from ZB is really high poly so what I do is export in pieces and render the normal map in pieces and combine them inside PS.

Because my UV is mirrored down the middle when I export from ZB, I only export half the mesh, but go over the middle seam a bit so those faces can get smoothed properly still. So then that also helps to keep the polygons lower than it would be by exporting the full thing.

I think if you wanted to bring the ZB model into Max to make your low poly model from, then just bring in a lower subdevided version. You don't need it to have such a high detail level for that purpose.
_________________
Obi-Wan