Improved Commoner model v2

Gurluas

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I have decided to put my skills to use in the basic modeling work since the lore of ms has moved away from what I wanted to do with it. However I will still do minor map plots such as a little plot I have in mind for the ruins of Melanion.

To that end, I have re-hauled the male human commoner, I have added many new animations to it, fixed the texture alignment problems such as the ones with the gman face, added 4 new heads, added two new spellcasting bodies, and a new spell-casting staff.
http://www.megaupload.com/?d=45003PRQ

This screen-shot showcases the bearded face, climbladder animation, spellcaster body and the new staff. A lot of work has been put into it so I hope you like it. My next project will be to re-haul the female playable model.
2upwb4g.png


This one shows one of the new faces, the treadwater animation (there is a swimming one too)
and the second robe.(Old version of the second robe)
fd6qll.png


This screenshot shows the current second robe, the Walter head and jump animation.
552oux.jpg
 

Dridmar

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Re: Improved Commoner model

Is that a joke? Head is too square. I want to play MasterSword, not Minecraft.
 

Gurluas

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Re: Improved Commoner model

That is just one head and a particular head which i threw in as an easteregg, its the first rendition of Gordon freeman known as Ivan the spacebiker. I figured Ms could use him since we do not have any bearded humans and Ms is low res anyway.
Doctor_model_views.jpg
 

The Man In Black

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Re: Improved Commoner model

Not happening.
 

Gurluas

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Re: Improved Commoner model

What?, do you have any idea how much work it took to re-rig the robed body, add the new heads, fix the misalignment on ALL the other heads and adding the new animations?
That took over 8 hours.

Give me a slack, I actually fixed a broken model for you, added new heads, animations, bodies, and i don't even get a thanks?!
 

FER

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Re: Improved Commoner model

What new animations you added?

Also.. feedback? Well, an all green body doesnt look nice I think. A green with different shades could look good, but lime green?
 

Gurluas

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Re: Improved Commoner model

Slip,n,fall, treadwater,jump, swim,climbladder,climladderdown,bodybedraggedready,bodybedragged, and l_sword_swing(From the guards so they can use their staff in melee too)

Look at the model in modelviewer.
Also I am color blind, that was supposed to be golden, but without photoshop making proper skins is next to impossible, all I could do was to change the color on the necromancer body.
 

FER

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Re: Improved Commoner model

What you use for textures?
 

Gurluas

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Re: Improved Commoner model

Paint and Irfanview to change color.
 

FER

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Re: Improved Commoner model

Did you tried Paint Shop Pro? that could help.
 

TheOysterHippopotami

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Re: Improved Commoner model

What?, do you have any idea how much work it took to re-rig the robed body, add the new heads, fix the misalignment on ALL the other heads and adding the new animations?
That took over 8 hours.
8 hours isn't that long for this sort of thing, I don't think. I know nothing about modeling so forgive me if I am mistaken but it seems far fetched that a person could give their best effort in 8 hours. That's not even a days worth of work.

But I'm glad your at least trying. I wouldn't want to see that green robe in game, and I would quit outright if beta Gordon were added. The first robe thing might be acceptable though. And the staff should definitely be used.
 

Gurluas

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Re: Improved Commoner model

It is alot of dedication for something as simple as this. Rigging a model to a skeleton is not easy.
Beside its a fix, not a new model
 

TheOysterHippopotami

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Re: Improved Commoner model

It is alot of dedication for something as simple as this. Rigging a model to a skeleton is not easy.
 

Gurluas

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Re: Improved Commoner model

Simple compared to modelling a new model, creating an uv map, skinning it, animating it, then releasing it.
An example of something like that is Gaz's bludgeon. Thats REALLY hard.

This is simple but simple compared to it but still hard. if you rig a model wrong it will look wonky. For a demonstration look in the elephant thread, i posted the model.
 

Dridmar

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Re: Improved Commoner model

Wow that's a lot of time spent on doing this project. Too bad mapping doesn't take that long, then I could tell JM that Cleicert took a very long time and he shouldn't diss it. :roll:
 

Gurluas

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Re: Improved Commoner model

Thats different. Making a model from scratch takes days even weeks. Gaz took months with his Bludgeons, I am fixing the bugs left behind in other model and enhancing them. Its different work but still work and still hard.

Also a patch is coming up adding even more animations, such as corpsefloat, get_stomped,shoulderdoor and more.
And a fix to the second robe.

Heres a preview
552oux.jpg
 

The Man In Black

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Re: Improved Commoner model

I'm talking about the head. Not happening.
 

Gurluas

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Re: Improved Commoner model

The Man In Black said:
I'm talking about the head. Not happening.

Well leave it out then, its up to the script maker(Thothie, Jelly or whoever it is now) what head ends up on the body.

EDIT: Its out.
 

Thothie

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MiB is project lead... Not that I still don't think you don't understand what "improved" means.

If you could wrap that robe to the player model, axe the poly's where the sleaves close, and get someone else (who isn't color blind) to do the skin for you, you might be onto something useful though.
 

Gurluas

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Thothie said:
MiB is project lead... Not that I still don't think you don't understand what "improved" means.

If you could wrap that robe to the player model, axe the poly's where the sleaves close, and get someone else (who isn't color blind) to do the skin for you, you might be onto something useful though.

The player model works differently.
It is cut up in a lot of pieces, I cant cut that robe in a lot of pieces without permanently damaging it, its already hard to fix the female model without damaging the model.
Do look at the model though, there is a lot you can do with that improved male commoner model plus the face bugs are finally gone which is a good thing right?
 

Thothie

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Don't need to alter the player model, but you would need to re-rig the robe. Idea being for it to act as a worn item.

Didn't we already fix all the broken noses on our commoners?
 

Gurluas

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Thothie said:
Don't need to alter the player model, but you would need to re-rig the robe. Idea being for it to act as a worn item.

Didn't we already fix all the broken noses on our commoners?

Nope they were misalligned about 10 pixels, beside you can use the new animations for a lot of things.
Heres an example: A dragon crushed a commoner under its feet (get_stomped)
A ship wrecks in an island, survivors die (corpsefloat1)
Those who survives need to swim to the island (treadwater,swimming)
The mage guild has mages (Magerobe and staff)
They can hit people with their staff (L_swordswing)
Or cast spells (castspell)
Scared commoners are trying to break through the door in vain (shoulderdoor)

And the old man in Edana can get his Walter head back, not to mention that the commoners gets a bit of variety.
As for the robe...Perhaps, I need to finish the female model first.
 

Thothie

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>_> Orochi aligned them himself, and they look alright to me... But I suppose I'm as detail blind as you are color blind. Although they *can't* be off by 10 pixels - it's a 64 unit wide texture - both his eyes would be on one side of his face! ><
 

Gurluas

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Odd...Anyway they are double fixed then.


I found a use for the bearded face when i was prodding through the Extras.
102sg1y.jpg
 

PBarnum

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Lol at young santa...
 
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