Natalja Seadjin: A Female Marine Model

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Comments

  • PriestPriest Join Date: 2003-01-08 Member: 12042Members
    Sheena... if NS goes on to HL2 will you release the female WH 40.000 models you showed of (quite some time ago)?
  • UESCdurandalUESCdurandal Join Date: 2003-05-24 Member: 16660Members
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    not even "halflife 4" could handle that polycount <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • PriestPriest Join Date: 2003-01-08 Member: 12042Members
    edited July 2004
    heheh sure it can... we just need a ... 10-20 Ghz server and computers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    what did you make them for in the first place?

    EDIT: and in what program? (very curius, i am, yes)
  • NottinghamNottingham Join Date: 2002-11-26 Member: 10002Members
    <!--QuoteBegin-sheena yanai+Jul 27 2004, 08:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 27 2004, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not even "halflife 4" could handle that polycount <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dont say that.. predictions in the electronics industry sais that syntetic diamonds will be able to be used for cpu's and gpu's on the market in about 5-10 years time giving the first generation of "diamond cpu's" a clockfrequency of about 20.000GHz to 40.000GHz.

    Technology goe s fast.. just look at the unreal 3 engine that will provide unreal 3 for xbox2
  • SWAT_PointmanSWAT_Pointman Join Date: 2003-10-05 Member: 21458Members
    Poly count dosent mean **** in the newer games,its all about bump mapping.
  • RealmerRealmer Join Date: 2004-03-12 Member: 27296Members
    everyone here who hasnt seen the unreal 3 demo video originally from e3 should go search filemirrors.com for it. its worth your dl time to say the least.
  • SixsixoneSixsixone Join Date: 2004-07-25 Member: 30104Members
    Halo 2, everything has been bump mapped. Even your shoesies!

    This topic is slowly creeping up to being 1 year old <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited July 2004
    bumpmapping..huh? what a crappy old method that try to fake surface structure.



    use displacement mapping instead. it actually defines surfaces..bumpmas just faking them and wasting render power . nobody have excessive used bumpmaps in games before , because the hardware couldnt handle it... but now we have the hardware , and what do we do? we use it for a more than 10 years old technology called bumpmapping... bumpmapping and the light calculation does take more memory than actual displacement mapped geometry would , and those disp surfaces havin real structure.

    thats why i dont like this OGM DOOM3 IS TEH BUMP MAPZ ENGINE crap

    disp mapping is some years old now...
    i think we have to wait some more years that displacement mapping apears in games... when its already old again, and another tech is aviable
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    <!--QuoteBegin-sheena yanai+Jul 28 2004, 07:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 28 2004, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bumpmapping..huh? what a crappy old method that try to fake surface structure.



    use displacement mapping instead. it actually defines surfaces..bumpmas just faking them and wasting render power . nobody have excessive used bumpmaps in games before , because the hardware couldnt handle it... but now we have the hardware , and what do we do? we use it for a more than 10 years old technology called bumpmapping... bumpmapping and the light calculation does take more memory than actual displacement mapped geometry would , and those surfaces havin real structure.

    thats why i dont like this OGM DOOM3 IS TEH BUMP MAPZ ENGINE crap

    disp mapping is some years old now...
    i think we have to wait some more years that displacement mapping apears in games... when its already old again, and another tech is aviable <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Right on! Bumping sucks, it lags to much for what it does.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Just out of curiosity...why does a poly count of over 1500 mean bad things for slower machines?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    if its a player model take 1500 times 10 players thats 1500 the more polygons the harder your cpu/gfx card has to work to calculate them which causes slow downs
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Chrono+Jul 28 2004, 10:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chrono @ Jul 28 2004, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if its a player model take 1500 times 10 players thats 1500 the more polygons the harder your cpu/gfx card has to work to calculate them which causes slow downs <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    15000*
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    <!--QuoteBegin-Nottingham+Jul 27 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nottingham @ Jul 27 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-sheena yanai+Jul 27 2004, 08:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 27 2004, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not even "halflife 4" could handle that polycount    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Dont say that.. predictions in the electronics industry sais that syntetic diamonds will be able to be used for cpu's and gpu's on the market in about 5-10 years time giving the first generation of "diamond cpu's" a clockfrequency of about 20.000GHz to 40.000GHz.

    Technology goe s fast.. just look at the unreal 3 engine that will provide unreal 3 for xbox2 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah man, in 2 years we went from Radeon 9600's to Radeon X800XT 256MB's.
  • SWAT_PointmanSWAT_Pointman Join Date: 2003-10-05 Member: 21458Members
    <!--QuoteBegin-sheena yanai+Jul 28 2004, 08:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 28 2004, 08:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bumpmapping..huh? what a crappy old method that try to fake surface structure.



    use displacement mapping instead. it actually defines surfaces..bumpmas just faking them and wasting render power . nobody have excessive used bumpmaps in games before , because the hardware couldnt handle it... but now we have the hardware , and what do we do? we use it for a more than 10 years old technology called bumpmapping... bumpmapping and the light calculation does take more memory than actual displacement mapped geometry would , and those disp surfaces havin real structure.

    thats why i dont like this OGM DOOM3 IS TEH BUMP MAPZ ENGINE crap

    disp mapping is some years old now...
    i think we have to wait some more years that displacement mapping apears in games... when its already old again, and another tech is aviable <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not true, Hl2 uses NORMAL mapping,which is a much more advanced and cleaned up version of bump mapping.
  • MrSocksMrSocks Join Date: 2004-07-16 Member: 29946Members
    edited July 2004
    wow, this is a huge thread
    12551 views <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
    btw, would the high heels on the hardsuit stay?
    honestly, what soldier runs around in stilettos battling aliens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> hehe
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I'm imagining the stilettos can be used to to step on gorges to kill them if you're out of ammo and you suck with the knife <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-|ds|meatshield+Jul 30 2004, 10:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 30 2004, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm imagining the stilettos can be used to to step on gorges to kill them if you're out of ammo and you suck with the knife <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    KNIFE REPLACEMENT!!! lol that'd be kickass, literally
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    <!--QuoteBegin-BAshh+Jul 30 2004, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BAshh @ Jul 30 2004, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-|ds|meatshield+Jul 30 2004, 10:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jul 30 2004, 10:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm imagining the stilettos can be used to to step on gorges to kill them if you're out of ammo and you suck with the knife  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    KNIFE REPLACEMENT!!! lol that'd be kickass, literally <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm hiding my gorge now. Last thing it needs is to be raped by a shoe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CMF_FatalCMF_Fatal Join Date: 2003-12-27 Member: 24792Members
    <!--QuoteBegin-SWAT Pointman+Jul 30 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SWAT Pointman @ Jul 30 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-sheena yanai+Jul 28 2004, 08:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sheena yanai @ Jul 28 2004, 08:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bumpmapping..huh?  what a crappy old method that try to fake surface structure.



    use displacement mapping instead. it actually defines surfaces..bumpmas just faking them and wasting render power .  nobody have excessive used bumpmaps in games before , because the hardware couldnt handle it...  but now we have the hardware , and what do we do? we use it for a more than 10 years old technology called bumpmapping...    bumpmapping and the light calculation does take more memory than actual displacement mapped geometry would , and those disp surfaces havin real structure.

    thats why i dont like this OGM DOOM3 IS TEH BUMP MAPZ ENGINE crap

    disp mapping is some years old now...
    i think we have to wait some more years that displacement mapping apears in games...  when its already old again, and another tech is aviable <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not true, Hl2 uses NORMAL mapping,which is a much more advanced and cleaned up version of bump mapping. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hl2 does use bump. it says so in on the first e3 videos. when hes walkin on the moving hilly ground.

    and normal mapping? bleh. bump mapping is fake detail. normal mapping is fake bumpmapping. use a fake fake detailer is horrible. that the "detail" textures are in HL1 i think.

    i know that the new unreal technology usses displacement maps. they make an UVER high poly model, take its displacement map and put it on a model with very reasonable polies. the results are amazing. ive uses displacement maps in my work with zbrush, let me tell you it can work wonders.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Can someone describe to me briefly how bumpmapping and displacement mapping works, and what are their benefits and downsides?
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    in displacement mapping, the surface is actually modified, in contrast to bump mapping where only the surface normal is modified. This means that displacement mapped surfaces will show the effect even at the silhouette.
    As computers grow faster and faster, displacement mapping is quickly becoming a preferred alternative to the physically inaccurate technique of bump mapping.

    Displacement mapping is a technique for adding geometric detail to surfaces at render time. In contrast with bump mapping, which works by just changing the surface normal to create the illusion of surface detail, displacement mapping modifies the surface itself. Here is an example of the same object rendered with bump mapping and with displacement mapping:

    <img src='http://www.spot3d.com/vray/help/VRayHelp150beta/images/tutorials/displacement/tn_ex_orig.jpg' border='0' alt='user posted image' />
    original object

    <img src='http://www.spot3d.com/vray/help/VRayHelp150beta/images/tutorials/displacement/tn_ex_bump.jpg' border='0' alt='user posted image' />
    bumpmapped object

    <img src='http://www.spot3d.com/vray/help/VRayHelp150beta/images/tutorials/displacement/tn_ex_displ.jpg' border='0' alt='user posted image' />
    displacement mapping

    In the case of displacement mapping, the surface is actually modified, which leads to correct outline, shadow and GI. In the case of bump mapping, although the surface appears modified, the outline and the shadow stay the same.

    Displacement Mapping is similar to ATI's Trueform. It can produce effects similar to the Bumpmapping. However, when the displacement map is applied the object is actually deformed. From simple objects, complex ones can be produced, and much can be changed still in real time.
  • RealmerRealmer Join Date: 2004-03-12 Member: 27296Members
    someone should make a golf ball lik e that with all those tiny details and make it the correct size and then someone can install on thier map "th golf ball room of computer death. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • FrEeLaNcEr1FrEeLaNcEr1 Join Date: 2003-12-18 Member: 24511Members
    <!--QuoteBegin-MrSocks+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrSocks)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw, would the high heels on the hardsuit stay?
    honestly, what soldier runs around in stilettos battling aliens<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I'm guessing you're talking about the Bubblegum crisis hardsuits. I think the heels were designed to be used for thier ability to jump high, and move super-fast. I think they are some kind of shock absorbers for the feet and legs. But that, it jjust a thought.

    Sheena Yanai, <b>could</b> you make them for Ns? taht would be cool. I also like the Motoslave idea, as its jjust a bulkier attachment, like the HA.

    Oh and Meatshield, each suit had its own means of attack, one had arm blades, one had nano-laser cutter things, one had a laser rifle, but this one used brute force.

    Sheena Yanai, does displacement mapping run any faster or render quicker that Bump-mapping?
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sheena Yanai, does displacement mapping run any faster or render quicker that Bump-mapping?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I would say no. Displacement-mapping generates alot more polygons on the object. Bump-mapping is just a flat texture with simulated shading as if it were 3D, and doesn't generate more polygons.
  • kabuumkabuum Join Date: 2004-07-25 Member: 30108Members
    edited August 2004
    Nice idea to create women soldier to NS, but then you also have to make new sounds for it, bechause now, there are only mans voices of requests etc..
    Also, the anatomy looks weird, the legs are too tall, make them a bit shotrter.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I am graphics idiot. What does it mean by only changing the "graphics normal"? And from what I understand, Displacement mapping is simply adding lots of polygons?
  • ShinzonShinzon Join Date: 2003-07-25 Member: 18407Members
    edited August 2004
    its like bump maping except it changes the actual object... with bump maping its just an ilusion... while displacemnt actualy chages the model itself

    *edit*

    I dont know how to spell >.<
  • HumanoidBetaHumanoidBeta Join Date: 2004-03-15 Member: 27342Members
    edited August 2004
    Both models look awesome, Jeer, can't wait till yours is done. Sheena, hope you decide to make that model for NS. This community is filled with great people, let it be sound artists, modelers, mappers, or just nice people. It's a great place to be. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> .

    You guys are starting to scare me, the model looks fine. Both do. It would be cool if, in the next version of NS, they could make it so there were different sounds and models for male and female versions of the Marine, instead of just having a white skinned and a black skinned version of it. Eh, this post is too long, I almost never right stuff this long lol. Anyway, can't wait to see the finished version of Jeers' model, and good luck with that game/game engine your working on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> .
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    *claps his hands* All those look sooo good! How about a small update? how's the work going?
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