Leech (1)

Models and textures for players, weapons and buildables.
bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: Leech

Post by bsp1t »

Here is a .zip (just rename it .pk3 or extract it.)

This contains the high-poly model, the low poly texture from the last link. It contains the shaders and textures used, (please post any tweaks), it contains the .blender file i used (import the UI, you may like it), and the .map/.bsps. So have fun at it people, this model is .. out there..

do a /devmap leech. Radiant users should use misc_model, and select the 3ds version (leech.3ds). If your paths and such are correct, the model and its texture will be there.

sshot or it didnt happen....

The zip : https://dl.dropboxusercontent.com/s/ly7 ... ZmI-EiVjcw

and a pic

Image

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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Leech

Post by Viech »

The model in the screenshot was baked in the map geometry, which will severly reduce the visual quality. We'd need to look at a md5 version of it that is rendered as a model instead of a part of the map to judge if geometry and texture maps are fine. I can already tell that the diffuse map will need more work, currently it's a bit boring color wise. The normal map that's in that pk3 looks like it was generated from the difference of two low poly version instead of a high and a low poly one. (It looks like creased paper, especially on the stand.) The specular map and geometry I can only judge from a proper ingame rendering.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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kharnov
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Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Leech

Post by kharnov »

Sorry for the delay, we had to wait briefly for someone to export it as a dynamic model instead of a map prop. Here is how it looks as an MD5 model in-game on a test map with neutral lighting:

Image

The texture is kind of washed out and could use additional detail, besides being darker. As for the mesh itself, the connections between the base and head look very weak. The thing is, your original high-poly sculpt was very good and was exactly what we were looking for. If you could make the mesh more like the original sculpt, that would be ideal. Presently it's a bit too decimated. You can raise the tris count if necessary, but don't go too far above 5-6k tris.

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kharnov
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Re: Leech

Post by kharnov »

Any news?

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