High Poly Fade

24567

Comments

  • MiMiCMiMiC Join Date: 2004-10-03 Member: 32061Members
    Absolutely amazing, sir. I am in awe of this model.
  • loofboteloofbote Join Date: 2002-07-15 Member: 948Members
    IT HAS EYES IT IS TOO HUMAN!
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I like the old head
    but it still looks damn sexy
    keep up the good work!
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    I like the model.

    It kinda resembles a mutant shark/orca. The shorcas are attacking, Myrtle.
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    <!--QuoteBegin-Drfuzzy+Jun 1 2005, 02:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ Jun 1 2005, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dont anyone <i>DARE</i> bump that D: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    RESISTS... UBER... AMOUNTS.. OF TEMPATION...

    >_<

    :shoots self:

    :head lands on mouse1:

    :which is hovering over post reply button... without flapping:
  • Vader6Vader6 Join Date: 2004-11-07 Member: 32684Members
    sweet fade even at this point, but does HL1 even support normal mapping? that and it may look strange in contrast to the low definition/low poly stuff currently in NS.. so.. after this make more high poly kharra stuff (which I think there is a drastic shortage of)
  • Dr_XDr_X Join Date: 2004-04-05 Member: 27732Members
    <!--QuoteBegin-BulletHead+May 31 2005, 05:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ May 31 2005, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You wont' see this in game till Half Life 3 with that many polys *whistles* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Its for the normal maps..


    Nice work, finish it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • PalmaneenPalmaneen Join Date: 2003-01-02 Member: 11727Members
    Isn't it supposed to look like a human? I thought the point of the bacterium was that it forms creatures based on its surroundings. And while invading humans, where do they get their inspiration? From humans of course!
  • Steel_TrollSteel_Troll Join Date: 2004-02-12 Member: 26455Members
    Sexy stuff, but the bottom half is a bit to human, and the swiping forearm thingies arnt sharp enough.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    edited June 2005
    Naw actually, the stories goes that the Kharaa subsume useful
    spieces into its genetic library, then modifies them for heavy
    combat. The Fade originates from a spieces that would've
    turned out looking VERY human, but the Kharaa hive removed
    it's opposable thumbs and other features.

    Besides it looks alot scarier I think when the alien starts
    looking like a mishappened you.

    <a href='http://www.lunixmonster.org/hosted/grayduck/oldmanual/alien_fade_inherent.html' target='_blank'>Quick Read</a>
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    Looks awesome.

    Personally, I love the head.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    this looks impressive including the head but i prefer the head design of your other fade model. can you chop off this head and use it for another creation of your own design because it looks like a completely different alien.

    when this is done will you be giving out this high poly model or just the low poly model derived from it?

    btw i think it's possible for old engines to use normal mapped models except the textures have to be baked down to one texture and i think 3dsmax 7 can do that.
  • Dr_XDr_X Join Date: 2004-04-05 Member: 27732Members
    The normals wouldn't show on HL
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited June 2005
  • TheUdderOneTheUdderOne Join Date: 2004-05-04 Member: 28471Members
    I think its fair to say that frostymoose isn't stupid.

    <!--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--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    So comments like that aren't really needed, especially when someone else has already said it.

    Nice model frosty.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    edited June 2005
    make a high poly model, and a low poly model.

    layout the uv coordinates on both models.

    texture the high poly model with as many diffuse maps, bump maps, gloss maps, specular maps as you want etc.

    get the normal map generator to transfer all the textures to the low poly model automatically into 1 diffuse map, 1 gloss map, 1 specular map, and 1 normal map etc. you have now pretty much done what is necessary to create an Unreal Engine 3 model. to get your model into older engines that don't have good lighting you have to go further:

    now take the low poly model with all its textures and put it in a scene, pose it, position the camera, position the lights, and instruct 3dsmax7 to bake a complete texture based on all these positions etc.

    there now you have a texture for NS done without even having to paint one.


    btw unfortunately it's possible 3dsmax7 won't transfer the textures from high poly to low poly model unless you pay lots of money for a plug-in.
  • BloodySlothBloodySloth Join Date: 2003-08-27 Member: 20284Members
    looks cool, not too fadey though. Says "Orca-Man, Arch-Nemesis of Aqua Man, Scourge of the Seven Seas" to me.
  • Smexy_WolfySmexy_Wolfy Join Date: 2004-05-20 Member: 28790Members
    hmm..it reminds me of somthing from Doom3.
    Which is very good i might add. I think it having human characteristics gives it the feeling of creatures taking over dead human bodies or somthing, like an paracitic zombie thing. Keep up the work good
  • worghowlworghowl Join Date: 2005-06-02 Member: 52993Members
    hi im more or less new here but i want to say that this model is just incredible! The mix of a humanoid body and a sea creature-like head gives an impression that it has copied various elements of which we know of, thus rendering it alot more scaring considering the element its capable of copying.
    Maybe its some kind of filosophy behind my fear for it (If it would exist of course) but just the intimidating look of it is scary too! Lets just conclude it by saying that I wouldnt wanna meet that creature in a dark alley!
    It looks really scary and awesome in overall, and the model is just brilliant.
    Shame we probably wont see it in-game though. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    edited June 2005
    It's just a high poly model of the fade concept... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    (great yes but still)
  • ErrbaErrba Join Date: 2003-08-12 Member: 19571Members
    I for one think it looks cool. Hope the texture you give it will be able to complement it though. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->

    Hi BulletHead, long time no see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited June 2005
    Apologies for lack of updates... Have to keep looking at anatomy refs and I made a huge mistake in making this which is that i never concepted exactly what I wanted and it's really been slowing me down at some parts playing with proportions and redoing parts. I'll put something up in a few hours.

    <!--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-->Hope the texture you give it will be able to complement it though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Hopefully :X If not I'll have to find someone who can.

    edit: way back when I made a highpoly fade head like the original design and it was a disaster... If you look at the fade model you really can't make much out and if you look at the concept... maybe it's just me but I couldn't make much out there either.
  • Dr_XDr_X Join Date: 2004-04-05 Member: 27732Members
    <!--QuoteBegin-TheUdderOne+Jun 5 2005, 04:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheUdderOne @ Jun 5 2005, 04:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think its fair to say that frostymoose isn't stupid.

    <!--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--> The normals wouldn't show on HL<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    So comments like that aren't really needed, especially when someone else has already said it.

    Nice model frosty. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was pointing it out again for Vipr.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    vipr... I know about baking, but... please, the 3ds max isnt the ONLY flipping PROGRAM OUT THERE. That said, I dont know if my app can bake shadows from a normal map and i'm 90% sure it can't bake shadows from a hi to a lo...

    alright I exaggerated.... I said a few hours but umm.. tomorrow it will be. I kinda lost track of time... curse you advance wars !! You think you've played for a mere 10 minutes but alas... 6 hours have passed.
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
    Woah! That fade is actually scary, not the like one currently in NS. Woah! Woah!
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    arms redone and unfortunately detached. Have to redo most of the area around there now. The back seems a little over-defined. I don't think I'll be modelling much, if any, infestation. It'll probably be added into the normal map later converted from a bump map.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    wd staple a bum on him give him some nikes and slap a scarff around his neck and realese this bad boy to the meshers
  • ThatamosThatamos Join Date: 2004-11-05 Member: 32643Members
    Wait....could this be the fade that could be featured in NS2?
  • AvalancheAvalanche Join Date: 2005-03-04 Member: 43144Members
    I LOVE THAT THING, i would use that all the time, dude everything about that is perfect, i think its allot more menacing looking than the current fade, get that thing working, if you could just try to make it norm pollies for current ns and lets see how it handles
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
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