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Lazy Sunday Cacodemon [YR]
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DaFool
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Joined: 07 Nov 2006

PostPosted: Sun Oct 28, 2007 10:51 pm    Post subject:  Lazy Sunday Cacodemon [YR] Reply with quote  Mark this post and the followings unread

I was bored so I tried to make the Cacodemon from Doom. This was my first attempt at using a texture, but I haven't exactly mastered it. Ecce Cacodemo.

EDIT: Scroll down for an updated version \|/



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Cacopreview.JPG



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Last edited by DaFool on Thu Nov 08, 2007 9:30 pm; edited 2 times in total

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gufu
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Joined: 22 Dec 2004
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PostPosted: Mon Oct 29, 2007 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Look at that cute little smile. Smile

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Godofgamers
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Joined: 31 Mar 2005
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PostPosted: Mon Oct 29, 2007 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, needs to be more 3D looking, eye needs to be more elliptical, and body needs to be less perfectly circular.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Oct 29, 2007 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

haha nice, it looks like a flying strawberry Very Happy

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j4m3sb0nd
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Joined: 10 Nov 2004

PostPosted: Mon Oct 29, 2007 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

joshy wrote:
haha nice, it looks like a flying strawberry Very Happy


A cute flying strawberry with a happy face.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Oct 29, 2007 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

ooops, I messed up, I meant it to spins clockwise like a vehichle, but it spins counter like an infantry. I see if I can get an update on it shortly.

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Mr. Pokey
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Joined: 29 May 2005
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PostPosted: Mon Oct 29, 2007 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

The eye needs to be considerably bigger too, IIRC.

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Aro
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Joined: 10 Sep 2006

PostPosted: Mon Oct 29, 2007 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahh... I Remember those bastards. They where fun to watch fight the Barron things... The Killer Tomato .VS. The Ugly Beast! Very Happy
Me <3 Doom!

Smile

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DaFool
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Joined: 07 Nov 2006

PostPosted: Tue Oct 30, 2007 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

what does IIRC stand for? and is anyone interested in getting a couple of these .shp? I've got the lost soul too.

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Muldrake
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PostPosted: Tue Oct 30, 2007 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC = If I Remember Correctly.

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BrianPrime
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Joined: 26 Jul 2007

PostPosted: Tue Oct 30, 2007 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread



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jadems
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PostPosted: Tue Oct 30, 2007 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, Brian, he's still working on it. I think he's kinda got the hang of it.

Reminds me of when I was a little kid and I watched my dad play Doom...

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Mr. Pokey
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PostPosted: Tue Oct 30, 2007 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I see I was wrong, my bad Sad Only working from memory.
Needs more teeth though #Tongue

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Ickus
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PostPosted: Wed Oct 31, 2007 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

not bad...yea. you can model out a flat section and paint teeth textures n it. I dont know if anim8tor can handle opacity maps. so you didnt have to model every tooph and horn. Just Look at the Doom3 Cacodaemon models so see what I mean.

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DaFool
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PostPosted: Wed Oct 31, 2007 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Making teeth and horns are as simple of making a cylinder, and changing one end to 0, and then copy and pasting as much as I wish. The thing that I'm having trouble with is the goutee flesh the caco has and making the skin look better. But practice makes perfect. and what is this Opacity map you speak of?

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Ickus
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PostPosted: Thu Nov 01, 2007 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

well it saves you time from modeling every fracking detail and avoid adding in any unneed geometry..

Usually its a black and white version of your texture (diffuse). The black area is rendered transparent while while is visible @ 100%...grey is inbetween .

So you can use flat planes along the mouth for teeth. and once you render it will only show the teeth and not anything else. It also benefit you as an easy way to draw in his fleshy waddles around its chin.

Just look at low-polymodels use this method to show extra details that they cant model out.



opacmaps.png
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Rendered shows your texture how it looks I am making a simple fence. While the Viewport render you can see the geometry...Notice how I didn't even need to model out the wires or even the posts.
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opacmaps.png



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Anderwin
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PostPosted: Thu Nov 01, 2007 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

How U did that?

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Ickus
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PostPosted: Thu Nov 01, 2007 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Opacity maps. the textures are procedural ones that came with 3dsMax8. So you can modify its settings, rather than using an image..the name is Tiles to get a fence like look. but the concept is the same. a simple black and white image can go a long way. Wink

oh. one other thing. I used ray-traced shadows. and advance lighting.

Usually it would cast the geometry's shadows using shadow maps. but with ray-tracing lights it casts the shadows of the texture and not the geometry ie "polygons"

-Updated-
Image of 3d Cacodemon.
http://ayashi.net/foo/doom/archvile/av-caco.jpg
. notice the waddles, but the teeth are simple tris. another way to lower the polycount.

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Godofgamers
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PostPosted: Mon Nov 05, 2007 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

What game is that?

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EVA-251
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PostPosted: Mon Nov 05, 2007 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I believe it Doom3D or something similar to it. I had it on an old computer many a year ago.

The model is a good start, but please, finish it. Somehow I'd find a use for it. #Tongue

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Ickus
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PostPosted: Mon Nov 05, 2007 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

one of Dooms, source ports.
Doom3D

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Godofgamers
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PostPosted: Mon Nov 05, 2007 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Where do I download the MD2 Models? I can't seem to find the right place.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Nov 05, 2007 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, I have an improved but not perfect caco at the house.
1)remap or no?
2)vehicle or infantry rotation?
3)the texture I used was made in paint, making hexagons. Does anyone know where I can get a decent texture? When I resize it to fit ra2, the details dies and the hexagon scales end up looking like dots :/

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Ickus
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PostPosted: Mon Nov 05, 2007 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

you will have to unwrap your model and paint a better one..

but the higher the res the better, but your working against these things...scale and palette which equals low res...so its bit of trail and error setting what is best output. .Use GIMP or something better to paint one. It would be kinda cool if you can use SHP builder to paint your own..

but it would need to be able to support layers and layer styles (multiply) and other various tools (smudge,Dodge..etc).

1.Yes to Remap. Make his body overly red, while the upper lip can stay flesh colored.

2. Both? one of jump Jet or one for Hover. but each have their own issues. Best is BalloonHover with landable=yes? since it floating around at different elevations would be more natural to its character.

but you can animate it above ground to give the illusion of it hovering around. Wink

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DaFool
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PostPosted: Tue Nov 06, 2007 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

a perosnal thing came up and I can't get it up today. I was wondering if I put up a .3ds or w3d if someone could turn it into a voxel? That way it could be a real aircraft. Also hover works for infantry too, but the size of the demon is enough to constitute it as a vehicle.

What do you mean by layers of textures?

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Ickus
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PostPosted: Tue Nov 06, 2007 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

voxel? Neutral...ehh? but but..oh well if you like.

well most image editing programs use a layer system to paint. Imagine creating artwork on transparent cells.(sheets) and you stack them to make an image. This saves you from painting over a layer that you don't want to mess with anymore, tinker with opacity settings and other nifty things.

(multiply feature is mainly used when coloring in line art, your drawn image will show up while any white will be considered transparent so it retains the line information on the layers above it so your painting won't cover it.)

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DaFool
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PostPosted: Wed Nov 07, 2007 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Heres an update:

The file includes the cacodemon as a vehicle .shp, and 75% scaled down version, a .3ds version of the cacodemon, and the anim8or file of the demon.

I have come to the conclusion I have done as much as possible with this mesh, and if I want to go further I need to start another mesh. This .shp I actually find quite funny.

Ickus, when you make a figure, do you start with one shape and then mold the shape from it, or make the parets seperate and then join them together?



caco smile.PNG
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gufu
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PostPosted: Wed Nov 07, 2007 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

More teeth and less wider mouth plz.

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DaFool
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PostPosted: Wed Nov 07, 2007 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

oh yeah, the pic is of the object, while in the figure I added some more teeth. Could someone convert it to .vxl just to see what it looks like. I was thinking to imitate his mouth opening and closing, we could use a similair logic to how the prism tank charges (several turret voxels). But whatever, I'm gonna make a new meshand learn from my mistakes Wink

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Ickus
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PostPosted: Wed Nov 07, 2007 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

no... Dafool. look at this. Polygon Primer but don't stop there...look up other tutorials in basic modeling techniques.

Try to avoid using a sphere to model out a head..it is just not an effective way of modeling and doubles your workload. and leaves unneeded polygons. one can argue well it doesn't matter...we'll if they get in your way of working..then yea. it does.

There are different approaches. but when making a modeling. ask yourself. what I am modeling. and how will it be used. Animated or not..close up or far away?

I usually box or cylinder primitive model at a low subdivision or none... take a that and subdivide it as needed. moving edge loops and vertex points where needed as I go along.

another method is Strip modeling. is the same but you are using a flat plane and subdividing it as needed, shaping your edge loops. This also can be useful if your are doing a symmetrical model. you can mirror the other side. so you dont have to model out two legs..etc.

Patch modeling...Its kinda fun. Ever work with beizer curves or "vectors" its just like that only in 3d.

I try to avoid using groups of objects due to it adds more polygons and slows down your render time, but sometimes that is an easier solution than trying to extrude a bolt on a flat surface of a tank. when you can use a hexagonal piece and extrude it and place it where you need it.

-hope that helps.

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DaFool
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PostPosted: Wed Nov 07, 2007 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

What am I modeling: Cacodemon
How will it be used: 8 facings + open mouth. It shall be rendered and turned into a 2d animination.
Distance: Far Away

So generally, I need to keep details basic but keep the unit as a whole recoqnizable and distinct. Since it will most likely be resized to a smaller scale, minute details will be smeared. The mouth must be large and easy to animate, as it will be the most and maybe only animated part of the model.

Thats as objective as I can get in the pre-production. I have alot of work ahead of me and not a lot of experience behind. Your pointers really help me get in the right direction. of course making something that will hold a candle to original Cacodemon will take some time at my skill level, so off I go. (this current guy is really cartoony, but he has a lot of character to him lol).

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Ickus
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PostPosted: Thu Nov 08, 2007 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

actually. detail does show up..even slightly. I modeled a high poly model imported to Zbrush. texture size was very much hires. but did turn out nicely when I scaled the render down to RA2 scale. but yet you will find yourself dealing with color loss due to the palette.

yea. its how you approach it, brush up on your technique and should be able to get pretty good in getting a 3d Cacodemon...if you can find the model for it. which GodofGamers was looking for the pack. it would be awesome reference..but im sure its trianglized..so it hard to see the edgeloops and the contours. but yea check turbosquid out and d/l some free models that you can use and import them and see how they where built.

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Dutchygamer
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PostPosted: Thu Nov 08, 2007 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, i'm suspecting a Doom mod in the making. The model looks good though, when as a shp unit/infantry Wink

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Ickus
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PostPosted: Thu Nov 08, 2007 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing...there was. a long time ago. Dafool and I were working on one. but he now is just releasing the stuff he worked on.

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smoke_th
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PostPosted: Sun Aug 08, 2010 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread


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Crimsonum
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PostPosted: Sun Aug 08, 2010 7:04 am    Post subject: Reply with quote  Mark this post and the followings unread

BHEMP.

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