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Author Topic: A (Finally!) proper low-poly head without the headache  (Read 38679 times)

Offline Destructavator

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Re: A (Finally!) proper low-poly head without the headache
« Reply #15 on: August 30, 2009, 07:37:02 pm »
heads don't need tags - only the body

Ah!  OK, that makes things easier - for the heads at least.   :D

Offline bayo

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Re: A (Finally!) proper low-poly head without the headache
« Reply #16 on: August 31, 2009, 08:54:40 pm »
but we should add google and cap with tags no?

Offline Mattn

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Re: A (Finally!) proper low-poly head without the headache
« Reply #17 on: August 31, 2009, 09:27:44 pm »
that's a little overkill imo - different models would be better here - a google model wouldn't fit every head out there anyway. they must be adopted in general to fit the head

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Re: A (Finally!) proper low-poly head without the headache
« Reply #18 on: September 01, 2009, 06:12:56 am »
but we should add google and cap with tags no?

that's a little overkill imo - different models would be better here - a google model wouldn't fit every head out there anyway. they must be adopted in general to fit the head

Sorry, I have no idea what either of you are talking about - is it something I need to worry about before continuing work on this?

Offline Mattn

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Re: A (Finally!) proper low-poly head without the headache
« Reply #19 on: September 01, 2009, 08:44:21 am »
we have e.g. night vision goggles - bayo was suggesting to place them with a tag on the head models - a tag is giving a rotation and position where to place another model (that's why it's only needed for the body, the head is placed on the tag_head of the body) - but using e.g. the goggles with a tag wouldn't work because we are using many different head shapes - the goggles just wouldn't fit each. so if we plan to model the goggles part we have to add them to each of the head models - one by one.

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Re: A (Finally!) proper low-poly head without the headache
« Reply #20 on: September 01, 2009, 02:39:35 pm »
OK, I see your point.

Did you have a chance to try the models in-game?  I noticed there weren't any downloads of the MD2 zip file I posted (my last post on the first page of the thread).  As I said in that post, if the graphics format for the UV textures aren't good, please let me know and I will convert them as needed.  To me they look OK in Blender, but I don't know how they would look in the game.

(If anyone does test these in-game, please post a screenshot of how they came out.)

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Re: A (Finally!) proper low-poly head without the headache
« Reply #21 on: September 01, 2009, 06:27:29 pm »
Here's another set of heads, different haircut, 4 textures for different hair colors.  This time I got them into much smaller JPGs.

Offline Mattn

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Re: A (Finally!) proper low-poly head without the headache
« Reply #22 on: September 01, 2009, 08:26:02 pm »
i will try asap - currently work is really time consuming.... sorry and thanks for the new heads. will post screenshots soon

Offline Migel

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Re: A (Finally!) proper low-poly head without the headache
« Reply #23 on: September 02, 2009, 05:39:50 pm »
Hi Destructavator. Well ... this is it =) 1st thing I can say - aliase was wrong. The one in the corner is visible only because I change it. In original md2 it was red (I mean FULL RED - no texture). Now it is visible, but still no head on the model. But I must tell you - it was tested on 2.2.1.

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Re: A (Finally!) proper low-poly head without the headache
« Reply #24 on: September 02, 2009, 06:13:55 pm »
OK, thanks for trying it - when you say the "aliase" is wrong, what exactly do you mean?  Is there a problem because the first download has 512x512 TGA graphics?  Also, when you fixed it, what did you do exactly to make it work in the corner?

The other download I posted has smaller JPG graphics for the texture, different format - do you get similar or different results with the other one?

Offline Migel

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Re: A (Finally!) proper low-poly head without the headache
« Reply #25 on: September 02, 2009, 06:27:23 pm »
Well, as I understand it, no need of ".TGA" in aliase, but it need dot before name to show path - so it is ".Head1_Red". Mattin tell you beter then I. And I'm more than assured - the head is in the torso =) Wrong space offset. And if you ask me (no offence) - texture mapped horrible - why it made of peaces? It leave black line between them - look at the screenshot! =

Offline Migel

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Re: A (Finally!) proper low-poly head without the headache
« Reply #26 on: September 02, 2009, 06:51:55 pm »
I edit it a bit and put it up - here is a result =) It is too little. Since the head attached to head_tag on the model (which is neck) as Mattin sad, you shoud put the head upper the center. And with old tag (I guess head scale is somewhere in the body tag) you need make model bigger.

Offline Mattn

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Re: A (Finally!) proper low-poly head without the headache
« Reply #27 on: September 02, 2009, 08:24:53 pm »
yes - the export is a little bit too small ;)

you should rescale them (import one of the existing md2 heads and use their size - also make sure to export that part that should be put onto the tag_head of the body at 0,0,0 in your modeller (best is to move the pivot there).

Offline Destructavator

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Re: A (Finally!) proper low-poly head without the headache
« Reply #28 on: September 02, 2009, 09:51:35 pm »
OK, these things shouldn't be too hard to fix.  I'll get to work on it.

Offline Destructavator

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Re: A (Finally!) proper low-poly head without the headache
« Reply #29 on: September 03, 2009, 01:56:01 am »
OK, Here, try these.

Everything has been re-scaled, re-textured, and re-positioned.

Notice in the Blender screen shot that the textures no longer have ugly visible seams.  (The middle black one is the low-poly MD2 without any of the four textures applied, don't worry about it.)

Edit:  I exported the textures as JPEGs, I can't figure out why they don't display properly in the game (shown in the other screen shot, I edited the .ufo files to try to test in 2.3.)
« Last Edit: September 03, 2009, 02:56:04 am by Destructavator »