The Happy Friar@Posted: Sat Jan 19, 2013 6:27 pm :
Zombie13 wrote:
Although my hat goes off to Ubi they've got an intranet site you can use to look at pretty much every mesh that was used in almost every ubi game for the last 10 years, it's great for finding place holders and building content quickly.


Prove it by posting a pic of something from Beyond Good and Evil. Please. That game's awesome. :)



Zombie13@Posted: Sat Jan 19, 2013 7:15 pm :
The Happy Friar wrote:
Zombie13 wrote:
Although my hat goes off to Ubi they've got an intranet site you can use to look at pretty much every mesh that was used in almost every ubi game for the last 10 years, it's great for finding place holders and building content quickly.


Prove it by posting a pic of something from Beyond Good and Evil. Please. That game's awesome. :)


Prove myself to D3W or keep my job, hrm you make the choices in my life so difficult :P



LDAsh@Posted: Sun Jan 20, 2013 4:42 am :
The Happy Friar wrote:
I doubt it's in a strange format or undownloadble due to size (Rage most likely took up as much space as all the origin assets for D3).
It could easily be vast GBs, because not only would there be millions of triangles just in each separate piece, and who knows how many (overlapping) pieces an entire character may consist of, but also all painted with procedural materials that could be many megapixels each. Then when you consider how many characters, monsters, weapons, items, texture 'bits' and everything else, it all adds up.

Like I said, it's way too easy for people to assume a neat little package that can be baked over one rainy weekend on their home PC.

Though I do wish they'd release just one, say that sexy Hellknight, just to show amateurs what worlds apart exist, even after years.



BNA!@Posted: Sun Jan 20, 2013 5:07 am :
Zombie13 wrote:
The Happy Friar wrote:
Zombie13 wrote:
Although my hat goes off to Ubi they've got an intranet site you can use to look at pretty much every mesh that was used in almost every ubi game for the last 10 years, it's great for finding place holders and building content quickly.


Prove it by posting a pic of something from Beyond Good and Evil. Please. That game's awesome. :)


Prove myself to D3W or keep my job, hrm you make the choices in my life so difficult :P


Jobs come and go, D3W stays!

:lol:



parsonsbear@Posted: Sun Jan 20, 2013 7:51 am :
Well, on a related note it really is a shame that they didn't do high Res/pom textures for bfg edition. The way the modeldefs and materials are set up you could just search and replace a few numbers and given the original source tree you'd have it ready to go.

I realize the way real world production ends up, it's not always so clean, but the way they had render bump and their pipeline set up it seems like that was a part of the system design.

D3 is probably the last game that's going to be possible for, nowadays you get normal maps from so many different sources, crazy bump etc. The vast majority of D3 surfaces actually have a hi poly model.



tea monster@Posted: Sun Jan 20, 2013 3:09 pm :
Considering that the assets were all made in 2003 or so, you would be better served to make your own. You could even use the original models as a base mesh and sculpt up some mega-detail so that you could bake it back onto the original model, or up the res a level and use them as your new game models.

This is no offence to the good people at Id, but time and tech marches on, and it wouldn't take you that long to sculpt a pretty storming new Imp or Baron with a copy of Sculptris, ZBrush, or even Blender.



BNA!@Posted: Sun Jan 20, 2013 4:08 pm :
The real craftsmanship of game modelling is NOT the creation of ultra high poly meshes. It's the low poly mesh that shows the skills.



parsonsbear@Posted: Sun Jan 20, 2013 7:30 pm :
http://www.google.com/url?sa=t&source=w ... DGghEi90HQ

Looks pretty darn good for 2003



Zombie13@Posted: Mon Jan 21, 2013 6:08 am :
BNA! wrote:
The real craftsmanship of game modelling is NOT the creation of ultra high poly meshes. It's the low poly mesh that shows the skills.


With todays technology it's 50/50. You can be as good as you want with your low poly, but if the high poly you just baked to the normal map looks like shit you're not much of a craftsman :)



Zombie13@Posted: Mon Jan 21, 2013 6:09 am :
parsonsbear wrote:
http://www.google.com/url?sa=t&source=web&cd=1&ved=0CC0QFjAA&url=http%3A%2F%2Fwww.pixologic.com%2Finterview%2Fartist%2Farchive%2Fkenneth-scott%2F&ei=4zX8UM2bIoO69QSatYG4Cg&usg=AFQjCNGRSI7tIn1wTANsdhoYDGghEi90HQ

Looks pretty darn good for 2003


It's a real shame id took the strogg look for Doom 3. It really made it look like you'd very much seen it all before when Quake 4 came out.



BNA!@Posted: Mon Jan 21, 2013 8:30 am :
Zombie13 wrote:
BNA! wrote:
The real craftsmanship of game modelling is NOT the creation of ultra high poly meshes. It's the low poly mesh that shows the skills.


With todays technology it's 50/50. You can be as good as you want with your low poly, but if the high poly you just baked to the normal map looks like shit you're not much of a craftsman :)


I totally agree, but I didn't think we had to talk about the high poly being high quality in the first place ;)



vertex007@Posted: Mon Jan 21, 2013 1:26 pm :
parsonsbear wrote:
http://www.google.com/url?sa=t&source=web&cd=1&ved=0CC0QFjAA&url=http%3A%2F%2Fwww.pixologic.com%2Finterview%2Fartist%2Farchive%2Fkenneth-scott%2F&ei=4zX8UM2bIoO69QSatYG4Cg&usg=AFQjCNGRSI7tIn1wTANsdhoYDGghEi90HQ

Looks pretty darn good for 2003


still best monsters design for me, together with giger's aliens...and yes superimpressive for 2003...

as for rage, they scaled waay too much down, look at the vendor in the 2007 demos and the one in the game....day and night difference....it's a shame.



Dafama2k7@Posted: Sat Jan 26, 2013 12:49 am :
Zombie13 wrote:
parsonsbear wrote:
http://www.google.com/url?sa=t&source=web&cd=1&ved=0CC0QFjAA&url=http%3A%2F%2Fwww.pixologic.com%2Finterview%2Fartist%2Farchive%2Fkenneth-scott%2F&ei=4zX8UM2bIoO69QSatYG4Cg&usg=AFQjCNGRSI7tIn1wTANsdhoYDGghEi90HQ

Looks pretty darn good for 2003


It's a real shame id took the strogg look for Doom 3. It really made it look like you'd very much seen it all before when Quake 4 came out.


Cannot be compared, and also, Doom 3 doesn't look any Strogg, it looks and feels and all, simply Amazing and perfect, awesome, great, super, aaaaahhhhhh, i just can keep making it better, i enjoy playing, modding it, its... oh, well, you get it, but they are so different, Quake 4 is absolutely different with more action with bots helping and getting in the way, ha ha ! :D, and anyway, i like both games but Quake 4 is cut down, crippled in many ways, first of all the the models doesn't clip like in D3 while walking or when a leg put one feet in one place and the other on another place and also, the most big problems is to be unable to change scripts for weapons, monsters and so on, for anyone that doesn't want to use the SDK every time and to compile and compile, or at least if they was made like in ET Quake Wars, that with the SDK comes the scripts so its easy to change, enhance and do many things, like to make the weapons more powerful or the monsters more smart and so on and not just be limited by the .def entities already made, so being able to add new features with easy, like in D3.



aphexjh@Posted: Sat Jan 26, 2013 4:36 am :
Quote:
It's a real shame id took the strogg look for Doom 3. It really made it look like you'd very much seen it all before when Quake 4 came out.


Yea, I can see what you mean, but I feel like there was always some amount of cybernetics in every Id game since Commander Keen days. So to some degree it was Quake that appropriated that from doom 1 & 2. Still I agree with your overall point.



The Happy Friar@Posted: Sat Jan 26, 2013 5:12 am :
I never thought D3 took from the Strogg designs. Doom already had a skeleton with rocket launchers on it's back, a giant fat thing with rocket launchers for arms, a giant cyborg walking monster, a cyborg spider & a smaller cyborg spider.

D3 took away the spiders (which were AWESOME), kept the other three cyborg-ish monsters & added two more: the pinky became cyborg & the combo marine+tank.

Q4's character design I just loved compared to D3's though. I'm dissapointed they didn't use more of the monsters from Q2 but the ones that they re-designed I loved. What ruined it with Q4 for me was the fact that Prey had already come out, was one of my favorite games & Raven really stripped down D3 to where it wasn't as fun as Prey. Sure, they had outside areas, but they could of reduced those & done something else more quake-ish.