GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: DrDean on February 20, 2014, 08:01:42 pm

Title: Guards
Post by: DrDean on February 20, 2014, 08:01:42 pm
Just a light thing I started on today. I've never been confident in my sculpting skills so I'm turning to a program called Marvelous Designer to simulate the cloth. Always wanted to try a larger project with it, too. From there I'll get a low poly, retopologize it in 3DS Max, model out the rest of him, do a bake, fix everything up, and hopefully it won't look like garbage if I make it that far.

I'm more fooling around with it at this stage. This is what I have currently along with the pattern I set up.
(http://img19.imageshack.us/img19/180/zgca.png)

It looks very tight right now and I'll definitely need to fiddle with the fabric properties to something a bit heavier, seems a bit more like light cotton right now. My biggest fear is that it won't fit in with the rest of the models currently in GE:S, so the larger the folds the better. Haven't actually started the collar yet and I've yet to do the boots. The belt/suspenders (webbing?) are also causing me some trouble, but again those aren't final. Nothing's final. Except death and taxes.

I think an interesting concept would be to have randomized heads modeled off the developers, just like in the old days. Nobody here gets enough credit in my opinion. Easily done with bodygroups but would need to be coded in - and I'd probably look into something like 3D scanning for that because I'm definitely not going to try modeling 15 heads by myself. Something to think about in the future when this guy's near-finished, maybe. Might not also fit the style of the rest of the models.

For the curious, this is what it looks like pre-simulation. (http://img545.imageshack.us/img545/3593/2iqr.png)
Title: Re: Guards
Post by: markpeterjameslegg on February 20, 2014, 08:57:04 pm
It would be great to have bots as random guards and have them act in a similar fashion to the original Goldeneye if combined with a survival mode, it would be like when you used to fire off a few rounds in Facility and the guards would all come running, great fun :)
Title: Re: Guards
Post by: Jonathon [SSL] on February 20, 2014, 11:52:59 pm
Wow, looks awesome. Having dev heads as guards has been an idea for years, we're just obviously very short (read: none) on character modelers. If you want to take a crack at character modeling (which it seems you already have), you'd be more than welcome on the team, I'm sure.
Title: Re: Guards
Post by: Rick Astley on February 21, 2014, 02:47:53 am
looking good so far :)
i look forward to seeing more of your work :D
Title: Re: Guards
Post by: kraid on February 21, 2014, 07:01:15 am
Interresting approach.

As for developers heads.... LOL i didn't even manage to get the reference pics for the head of the moonraker elite yet.
Also not sure if everyone on the team would like to have his face on a character.
I mean it would be a very strange feeling if you play the game and shoot at someone that has your face.

Maybe we should make a thread where ppl can post their own faces (reference pics, front and side view).
The most suitable ones might appear on a character someday.
Title: Re: Guards
Post by: markpeterjameslegg on February 21, 2014, 10:22:47 am
You could have the option to upload images of your face, move and scale them to the head and then save in your preferences, and then select to use your face as an option before starting... Also being able to customize your character in terms of outfit like Perfect Dark would be pretty awesome, I think character customization would be a great addition to the mod, although I think if even considered it wouldn't be any time soon :)
Title: Re: Guards
Post by: DrDean on February 21, 2014, 05:07:04 pm
What a long day. Played around with the simulation a bit more and got it to a spot where I was satisfied, so I started on the low poly. Happy enough with for now. Next up will probably be what causes me to go into a blind rage - baking the normal maps.
(http://img41.imageshack.us/img41/7815/5g9k.png)

I've not done human anatomy topology before so it's probably going to bite me in the ass when I go to rig it.
Title: Re: Guards
Post by: Peroxwhy?gen on February 21, 2014, 06:57:44 pm
Interresting approach.

As for developers heads.... LOL i didn't even manage to get the reference pics for the head of the moonraker elite yet.
Also not sure if everyone on the team would like to have his face on a character.
I mean it would be a very strange feeling if you play the game and shoot at someone that has your face.

Maybe we should make a thread where ppl can post their own faces (reference pics, front and side view).
The most suitable ones might appear on a character someday.


That is something i'd definitely apply for. :P
Title: Re: Guards
Post by: kraid on February 22, 2014, 06:35:09 am
As for the topology, just make sure to have enough edge loops arround the hinge areas and you should be fine.
Title: Re: Guards
Post by: The Cy on February 22, 2014, 07:18:49 am
@DrDean, good work, man!
Maybe you will be the character artist we all have been waiting for. you know, skill comes with practice.
We need guards, Xenia and Natalya

by the way: I've found some great portfolio of someone called matthew harris. Is this guy still around here?

http://www.conceptibot.com/p/gallery.html

(http://img5.fotos-hochladen.net/uploads/010bi4pe9y72c.jpg)

(http://img5.fotos-hochladen.net/uploads/012fziceg79ut.jpg)

(http://img5.fotos-hochladen.net/uploads/0144b3ndsgw1i.jpg)

(http://img5.fotos-hochladen.net/uploads/013dlo51mb4pv.jpg)
Title: Re: Guards
Post by: killermonkey on February 22, 2014, 05:58:36 pm
Matt Harris was an awesome concept artist for us! I need to get in touch with him because he also did some excellent work for some levels like Jungle, Train, etc.
Title: Re: Guards
Post by: DrDean on February 24, 2014, 05:11:26 pm
Here is an update for the sake of an update. Baked the high poly body into a normal and ambient occlusion map for the low poly. Straight from xNormal, have to fix a fair number of things in Photoshop. I'll be sculpting the high poly models for all the other parts' normal maps in Mudbox separately.
(http://img856.imageshack.us/img856/1674/h5z8.png)

xNormal seems to be shrinking the torso's bake for some reason, should look more like this:
(http://img835.imageshack.us/img835/7686/6pag.png)
Title: Re: Guards
Post by: Peroxwhy?gen on February 24, 2014, 06:16:26 pm
Here is an update for the sake of an update. Baked the high poly body into a normal and ambient occlusion map for the low poly. Straight from xNormal, have to fix a fair number of things in Photoshop. I'll be sculpting the high poly models for all the other parts' normal maps in Mudbox separately.
(http://img856.imageshack.us/img856/1674/h5z8.png)

xNormal seems to be shrinking the torso's bake for some reason, should look more like this:
(http://img835.imageshack.us/img835/7686/6pag.png)

Now that looks very good!!!! I really hope you stick with Making Player Models for GE:S! WE NEEEEEEED YOUUUUUUU!!!!!!!!!!
Title: Re: Guards
Post by: Jonathan Dark on February 25, 2014, 11:38:56 am
Really nice work! Keep on!
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on February 26, 2014, 05:13:12 am
If we can get random heads on guards, we need to because they did that not onl in the original goldeneye, but also in perfect dark, PD XBLA and the cancelled GE XBLA (you can did pics of a debs head next to a guards he's in the facility showing that it's him) It could be easier to have multiple textures for one head model but it would look out of place compared to all the other heads being modeled to the texture.
The suit itself is looking great right now, I hope you'll be able to get in a few characters without losing interest and/or time to make because that's why there haven't been new characters, like the Alec (Janus) head from like 2011 or something, the guy couldn't work on it anymore and didn't upload what he had.
Title: Re: Guards
Post by: Mangley on February 26, 2014, 09:48:17 am
Excellent work! I hope you apply for the team.
Title: Re: Guards
Post by: DrDean on February 26, 2014, 05:14:58 pm
(http://img547.imageshack.us/img547/3025/wyz4.png)

My Mudbox broke so I spent my time doing the rest of the texture instead of the boots. Garrison cap will be after that. If any developers are interested in the face thing, please send me a private message with at least 2 pictures of your face: head on and a side view. Facing a window in daylight should give you good lighting. One at a 45' angle would be good too. In case I get a lot of PMs, I only need one right now since I'm not sure how well it will turn out. And preferably male developers, unless female developers want their head on a man's body.
Title: Re: Guards
Post by: Graslu on February 26, 2014, 06:01:43 pm
It looks really good! I hope you make more players for GE:S as a real developer someday.
Title: Re: Guards
Post by: soupcan on February 26, 2014, 06:37:27 pm
Looks great :)
Title: Re: Guards
Post by: killermonkey on February 26, 2014, 08:56:26 pm
Be careful with the suspenders that go to the shoulders, it makes rigging (and animating) the character a BITCH without it looking hokey. Source engine is terrible about flexing.

If I were you I would just nix those entirely and add a pistol holster instead. Would look pretty badass
Title: Re: Guards
Post by: Lord_Crow on February 27, 2014, 12:27:47 am
Pardon me, but you certainly have caught my interest in creating character models.

I did catch you in the writing that you use Marvelous Designer and 3DS Max, is there by any chance other programs you use, like Blender and sorts?

I just want to try my hand at it as well, and see where I go.
Title: Re: Guards
Post by: DrDean on February 27, 2014, 06:28:57 am
Pardon me, but you certainly have caught my interest in creating character models.

I did catch you in the writing that you use Marvelous Designer and 3DS Max, is there by any chance other programs you use, like Blender and sorts?

I just want to try my hand at it as well, and see where I go.
I'm using 3DS Max 2010 for most of the work, Marvelous Designer 2 for simulating the cloth, TopoGun 2 for re-topologizing the high poly mesh that was exported from MD2, and xNormal for baking the high poly mesh onto the low poly. And I was going to use Mudbox (zBrush is more powerful and is usually the preferred program for high poly sculpting but Mudbox's UI is similar to 3DS Max's), but it's broken and I don't feel like re-installing it. xNormal's free and a really great tool for baking normal/ambient occlusion maps and all other sorts of magic, but all the other programs I listed are paid or have a free trial. Don't think TopoGun's trial supports exporting but the program is literally magic. This was the first time I used it and you basically just draw on how you want your topology to go. Still takes a lot of effort and time, but it saved me a lot of work in 3DS Max and looks pretty decent. It may seem like a lot of programs, but you could easily get by with just a modeling program like 3DS Max or Blender if you wanted to - (but I would recommend something to make the high poly in so you can have nice normal maps with clothing folds and such like zBrush or Mudbox, Marvelous Designer even). You're supposed to make a base human mesh and then import it into MD and simulate the cloth over that, but it also has generic humans included. I used one of the generic humans as a base but in retrospect I probably should have made a mesh first, the proportions are a little off compared to the rest of the GE:S characters. That will probably bite me when I go to rig it.

I could never get into Blender's UI design myself but you absolutely could use it for modeling out and rigging the character. You'll have to figure out how to use Blender on your own, I'm afraid. Blender's a lot more popular now than it was last time I tried it so I am sure there are more tutorials you can find. I have a few things (http://www.chrisholden.net/tutor/chmodel.htm) bookmarked (http://wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29) that may or may not help. It's mostly theory stuff so it should apply to Blender as well.

Be careful with the suspenders that go to the shoulders, it makes rigging (and animating) the character a BITCH without it looking hokey. Source engine is terrible about flexing.

If I were you I would just nix those entirely and add a pistol holster instead. Would look pretty badass

Oh it absolutely will be, but I tried to match the topology of the suspenders with the body and I have the freedom of adding/removing edge loops as I'm rigging so it should be a little easier. Floating geometry in general is just a pain, those buttons and epaulets will do me in as well. Thanks for suggesting a pistol holster, would give me an excuse to throw in a jigglebone.
Title: Re: Guards
Post by: Lord_Crow on February 27, 2014, 02:37:52 pm
Alright, thank you so much for the explanation! I can't wait to get started as soon as I get some free time.

I'm using 3DS Max 2010 for most of the work, Marvelous Designer 2 for simulating the cloth, TopoGun 2 for re-topologizing the high poly mesh that was exported from MD2, and xNormal for baking the high poly mesh onto the low poly. And I was going to use Mudbox (zBrush is more powerful and is usually the preferred program for high poly sculpting but Mudbox's UI is similar to 3DS Max's), but it's broken and I don't feel like re-installing it. xNormal's free and a really great tool for baking normal/ambient occlusion maps and all other sorts of magic, but all the other programs I listed are paid or have a free trial. Don't think TopoGun's trial supports exporting but the program is literally magic. This was the first time I used it and you basically just draw on how you want your topology to go. Still takes a lot of effort and time, but it saved me a lot of work in 3DS Max and looks pretty decent. It may seem like a lot of programs, but you could easily get by with just a modeling program like 3DS Max or Blender if you wanted to - (but I would recommend something to make the high poly in so you can have nice normal maps with clothing folds and such like zBrush or Mudbox, Marvelous Designer even). You're supposed to make a base human mesh and then import it into MD and simulate the cloth over that, but it also has generic humans included. I used one of the generic humans as a base but in retrospect I probably should have made a mesh first, the proportions are a little off compared to the rest of the GE:S characters. That will probably bite me when I go to rig it.

I could never get into Blender's UI design myself but you absolutely could use it for modeling out and rigging the character. You'll have to figure out how to use Blender on your own, I'm afraid. Blender's a lot more popular now than it was last time I tried it so I am sure there are more tutorials you can find. I have a few things (http://www.chrisholden.net/tutor/chmodel.htm) bookmarked (http://wiki.polycount.com/LimbTopology?highlight=%28%5CbCategoryTopology%5Cb%29) that may or may not help. It's mostly theory stuff so it should apply to Blender as well.

Title: Re: Guards
Post by: Jonathon [SSL] on February 27, 2014, 03:52:03 pm
That's a really interesting cocktail of software you have going on - seems like it would be a nightmare to manage the exporting/importing between all of them.

Blender's actually gotten much, MUCH better of the years. It does a lot of nice things for both games and film out of the box that a lot of other packages can't touch like camera tracking, high poly sculpting (though it's kinda weak), smoke simulation and compositing. I like 3ds Max's UI a lot more, but Blender has become absolutely incredible.

Shame it's far from an industry standard.
Title: Re: Guards
Post by: killermonkey on February 27, 2014, 10:30:12 pm
Blender is great as well because you can script in Python instead of some retarded language invented for the editor.
Title: Re: Guards
Post by: Jonathan Dark on February 27, 2014, 10:36:27 pm
Wow. This is really awesome. Hope my skills get better also :)
Title: Re: Guards
Post by: DrDean on February 28, 2014, 03:39:16 pm
Das Boots
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye8.jpg)
Added a thing to the suspenders/belt so the transition should look less weird. Does it need a button or stitching there too or can I get away with leaving it like it is?

Boots were done last night but I redid them because I didn't like how the creases turned out. They're a little better now. I hope nobody notices that the pants aren't fitted with the boots shhhh

In other news, I have two developers who sent in photos! Stay tuned for that in the future. Also, my long weekend is now officially over so there won't be any progress for awhile.

Title: Re: Guards
Post by: Trent Easton on February 28, 2014, 10:10:37 pm
Alright, thank you so much for the explanation! I can't wait to get started as soon as I get some free time.

Your time is coming...my sweet prince.
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on March 02, 2014, 05:00:24 am
My body is ready.
Title: Re: Guards
Post by: DrDean on March 03, 2014, 06:31:38 pm
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye9.jpg)

Texture's 512^2 right now but I reckon it will blend in with the body better at 256^2.

A question for the mod developers/artists: I think the guard's main texture looks fine at 1024^2 for gameplay purposes, but what would you guys prefer? Obviously starting big and downscaling after would have been the smart thing to do but alas my .psd's set at 1024. I still have all the raw bakes of the textures at 2048 and it would only take an hour or two to build it back to 2048 but would that be worth it? The only thing that would be noticeably sharper ingame are the detail textures and I might as well use $detail in the .vmts for that. I noticed the newest Ouromov model uses very high resolution textures (4096^2 face texture probably wasn't necessary) compared to the other models. Not to mention it's a matter of blending in with the other character models and maps.
Title: Re: Guards
Post by: killermonkey on March 03, 2014, 07:33:49 pm
As long as you use every pixel of the 1024^2 image you should be fine.

I agree, some of our textures are way too high res. Especially since Source tends to wash out detail on rendering.
Title: Re: Guards
Post by: Jonathon [SSL] on March 04, 2014, 02:27:39 am
I'd say go as high as possible (what you want/within reason). The Source Engine is so optimized/old enough at this point you could probably run HL2 on a toaster. Assuming you're smart about how you compress your .vtf's, it's not going to be an issue. As you said, if worst comes to worst we can also scale down as well.

EDIT: What KM said, yeah.
Title: Re: Guards
Post by: DrDean on March 06, 2014, 04:59:00 pm
It's Jonathon [SSL]!




Well, it's supposed to be. That's not up for me to decide. Looking at it now I think I'll be editing the texture some more, but I can't be arsed to keep tweaking the mesh considering that is basically what I have been doing for the past couple of hours and right now it's the best it can be without me going crazy. The texture is practically 100% photo-textured right now too, the hair especially will benefit from some painting. But I don't want to spend too much time/work into it - I'd like to get at least two more of these heads done and a helmet so there's proper variation.
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye11jonathan2.jpg)

Holster's done as well.
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye10.jpg)

I was going to model the hands but not only are they a pain to model, they're even more of a pain to rig. Would it be alright if I just snatch the hands from one of the other GE:S models?

Oh, here's a bonus animated GIF (https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye9andahalfspinny.gif) when I was playing with Marmoset turntable renders.
Title: Re: Guards
Post by: The Cy on March 06, 2014, 07:22:34 pm
This looks just sick, man! Awesome stuff is going on here
Title: Re: Guards
Post by: Peroxwhy?gen on March 06, 2014, 07:43:41 pm
It's nice too see that someone is finally here that can contribute to the mod in a way that has been needed since beta 3.
Title: Re: Guards
Post by: Jonathon [SSL] on March 06, 2014, 11:17:33 pm
Yeah, I'm pretty sure half our hands are taken from other models, haha. Looks awesome!
Title: Re: Guards
Post by: kraid on March 06, 2014, 11:18:30 pm
Impressive.
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on March 07, 2014, 02:00:56 am
Words can not describe what I'm feeling when I look at that picture.
Title: Re: Guards
Post by: major on March 07, 2014, 06:30:44 am
Pretty dang amazing, man.
Title: Re: Guards
Post by: Emilia on March 07, 2014, 08:49:29 am
This is amazing. +1
Title: Re: Guards
Post by: Avocado Bone Flower on March 09, 2014, 07:33:20 pm
Looking good!
Title: Re: Guards
Post by: Rick Astley on March 10, 2014, 02:01:00 am
It's Jonathon [SSL]!




Well, it's supposed to be. That's not up for me to decide. Looking at it now I think I'll be editing the texture some more, but I can't be arsed to keep tweaking the mesh considering that is basically what I have been doing for the past couple of hours and right now it's the best it can be without me going crazy. The texture is practically 100% photo-textured right now too, the hair especially will benefit from some painting. But I don't want to spend too much time/work into it - I'd like to get at least two more of these heads done and a helmet so there's proper variation.
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye11jonathan2.jpg)

Holster's done as well.
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye10.jpg)

I was going to model the hands but not only are they a pain to model, they're even more of a pain to rig. Would it be alright if I just snatch the hands from one of the other GE:S models?

Oh, here's a bonus animated GIF (https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye9andahalfspinny.gif) when I was playing with Marmoset turntable renders.
.
wow that looks awesome man :) also congradulations on joining the team aswell
Title: Re: Guards
Post by: Sephiroth on March 10, 2014, 05:31:38 am
Damn that's awesome!  :o Epic work DrDean ;)
Title: Re: Guards
Post by: DrDean on March 13, 2014, 09:50:38 pm
Helmet!
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye12.jpg)

The Cy! (http://img40.imageshack.us/img40/7879/l8mt.png)
(http://img268.imageshack.us/img268/4189/sr1h.png)

I'm not happy with either, but that's what tweaking is for. I wanted to retain the GEN64 look of the helmet so I didn't add straps and kept the color at a nauseating greenish blue-grey. Might just change it to grey.

Oh and these guys are clearly the Russian soldiers, but perhaps I should do some quick editing after when all is done and have a Russian infantry (http://img41.imageshack.us/img41/8814/2iht.png) version?
Title: Re: Guards
Post by: Peroxwhy?gen on March 13, 2014, 11:10:47 pm
that wouldn't be a bad idea, that way you could nock two birds with one stone.
Title: Re: Guards
Post by: Rick Astley on March 14, 2014, 01:02:46 am
wow its looking great :) Dr. Dean
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on March 14, 2014, 02:17:31 am
I kinda want to send pics of me just so I can brag to my best friends that I'm in GE:S, but still don't like taking pictures of myself. xD
The helmet looks fucking amazing, both guys look fucking amazing compared to the pics they sent you, and just everything looks fucking amazing.
Title: Re: Guards
Post by: namajnaG on March 14, 2014, 03:50:37 am
I am very happy to see you recruited on the GoldenEye Source team, Dr. Dean. You've done great work and I am always glad to see new material for the mod!
Title: Re: Guards
Post by: DrDean on March 14, 2014, 03:22:20 pm
Ingame!
(http://cloud-3.steampowered.com/ugc/451790133503707231/BF3EF224CEFF2B604E3462A8E8E0540A685911A7/)(http://cloud-4.steampowered.com/ugc/451790133503701984/E8DD189A10C105859749C39759F23B18EF971A65/)
(http://cloud-3.steampowered.com/ugc/451790133503689531/2EC57ED67B497BDCA37524F4DB1066D2DCC7B04E/)(http://cloud-4.steampowered.com/ugc/451790133503697727/67A793FBE67793BECB19A07664D29C44045F7938/)
I couldn't figure out how to move the camera around in Source demos so I just went in thirdperson. Hats/attachments doesn't show up in thirdperson but I'm assuming it's there and should be able to be shot off. Here's a picture from the Source model viewer instead.
(http://img844.imageshack.us/img844/3813/9gp1.png)(http://img854.imageshack.us/img854/8581/t1l5.png)

His holster bounces around when you move, just like in real life!
Title: Re: Guards
Post by: The Cy on March 14, 2014, 04:47:55 pm
man, this is fucking amazing
Title: Re: Guards
Post by: TriDefiance on March 14, 2014, 05:44:04 pm
I'm really digging this! Good work! =)
Title: Re: Guards
Post by: Jonathon [SSL] on March 14, 2014, 08:24:24 pm
Only thing I've noticed from the screenshots is that the chin on my ingame head model looks a little low-poly. Maybe I have a chiseled jaw, but not quite like that LOL
Title: Re: Guards
Post by: major on March 15, 2014, 01:26:37 am
Looks fantastic.
Title: Re: Guards
Post by: click4dylan on March 15, 2014, 05:20:28 am
If you're interested, Nightfire Source is in desperate need of character models. We will put you in top ranks on our forum!

www.nightfiresource.com (http://www.nightfiresource.com)
Title: Re: Guards
Post by: killermonkey on March 15, 2014, 03:56:08 pm
Hey no poaching!
Title: Re: Guards
Post by: click4dylan on March 15, 2014, 06:48:31 pm
not intending to poach, but we have a team of just three people trying to do EVERYTHING. and none of us have any experience in player models
Title: Re: Guards
Post by: TriDefiance on March 15, 2014, 09:50:03 pm
not intending to poach, but we have a team of just three people trying to do EVERYTHING. and none of us have any experience in player models

That's how GE:S kind of started.
Title: Re: Guards
Post by: DrDean on March 17, 2014, 03:37:47 pm
You're right about the chin, Jonathan. I will smooth out your chiseled jaw immediately.

It's The Cy! Again, supposed to be.
(https://dl.dropboxusercontent.com/u/3658285/model%20stuff/Modeled/goldeneye13.jpg)
Title: Re: Guards
Post by: The Cy on March 17, 2014, 05:26:40 pm
awesome, looks better than the real one*!
can't wait to see this fucker ingame!


*although my real lips are slightly thicker...more sensual!  8)
Title: Re: Guards
Post by: killermonkey on March 17, 2014, 05:56:16 pm
The lower chin needs to come out more. and the nose is missing the nostril flares.
Title: Re: Guards
Post by: DrDean on March 18, 2014, 05:50:53 pm
Thanks, fresh eyes help a lot. Did what I could but it's not terribly different. I think I will be making my own hands after all.

(http://cloud-2.steampowered.com/ugc/451790494475078375/FDE1712AA5C58417EEB29517693FAA6AB68023AC/1920x1080.resizedimage)(http://cloud-4.steampowered.com/ugc/451790494475072867/EE99CAE28F9B701FDD63BC1FBE0845E045E87BEA/1920x1080.resizedimage)

I killed Jonathan (http://cloud-2.steampowered.com/ugc/451790494473755459/E4003CC9DC1BE43EF692FDEB30D2E04484227F85/1920x1080.resizedimage) (pictured: largest rigging error)

I'll probably be keeping anything else I add to him as a surprise, but the soldier is essentially done and you should be seeing him in the next GE:S release!
Title: Re: Guards
Post by: kraid on March 18, 2014, 05:59:14 pm
Excelent work. Also, SSL and Cy are really suitable russian soldiers.
Title: Re: Guards
Post by: Rick Astley on March 19, 2014, 02:42:51 am
looks fantastic Dr. Dean :)

how long does it take to make a model?
Title: Re: Guards
Post by: major on March 19, 2014, 05:17:45 pm
If Dr.doak ever comes up I'll consider shaving beard into a goatee to fit the part :p

Or any other character that would use a beard.
Title: Re: Guards
Post by: Peroxwhy?gen on March 19, 2014, 05:51:53 pm
^^^^^ OH GOD DO IT MAJOR!
Title: Re: Guards
Post by: kraid on March 19, 2014, 08:53:54 pm
Guess who's this:
(https://www.mediafire.com/convkey/373e/g1zhcjhxmj5f3m97g.jpg)
Title: Re: Guards
Post by: markpeterjameslegg on March 19, 2014, 09:04:24 pm
OH... MY... GOD! It's not that nutter you keep banning is it?
Title: Re: Guards
Post by: Proxie on March 20, 2014, 07:06:32 am
Knew it.  Kraid was ArmouredFurry all along.  >:(
Title: Re: Guards
Post by: kraid on March 20, 2014, 06:23:12 pm
LOL. I don't even know how AF looks.
Title: Re: Guards
Post by: Rick Astley on March 21, 2014, 12:33:08 am
If Dr.doak ever comes up I'll consider shaving beard into a goatee to fit the part :p

Or any other character that would use a beard.

am i the only one who wants to see Dr. Doak (Scientist Male) as Krieger from Archer?
Title: Re: Guards
Post by: Rick Astley on March 21, 2014, 12:33:57 am
Guess who's this:
(https://www.mediafire.com/convkey/373e/g1zhcjhxmj5f3m97g.jpg)

is that Pete Webber formerly from Xbox World 360? UK magazine?
Title: Re: Guards
Post by: major on March 21, 2014, 02:08:08 am
am i the only one who wants to see Dr. Doak (Scientist Male) as Krieger from Archer?


Hahahahahaha yep he would be a good doak. 
Title: Re: Guards
Post by: Rick Astley on March 21, 2014, 02:13:56 am

Hahahahahaha yep he would be a good doak. 

https://www.youtube.com/watch?v=Vn7E1mRoJ8o
Title: Re: Guards
Post by: PATRIOTA on March 21, 2014, 07:12:19 am
NOoOO!!!!!!     

see the face of Dr.Doak is nothing like that. NOTHING.


(http://i.imgur.com/1JYEHYu.png)




however. that face should be used in this man



(http://i.imgur.com/NatdHY6.png)




This face is EXACTLY THE SAME !!!!


(http://i.imgur.com/I4Bw0ec.png)
Title: Re: Guards
Post by: Proxie on March 21, 2014, 02:59:05 pm
That's Graeme Norgate
Title: Re: Guards
Post by: The Cy on March 22, 2014, 09:02:38 am
Oh and these guys are clearly the Russian soldiers, but perhaps I should do some quick editing after when all is done and have a Russian infantry (http://img41.imageshack.us/img41/8814/2iht.png) version?

I like the idea of editing the finished model in order to get more character variations.

Title: Re: Guards
Post by: kraid on March 22, 2014, 10:59:48 am
NOoOO!!!!!!     

see the face of Dr.Doak is nothing like that. NOTHING.


(http://i.imgur.com/1JYEHYu.png)




however. that face should be used in this man



(http://i.imgur.com/NatdHY6.png)




This face is EXACTLY THE SAME !!!!


(http://i.imgur.com/I4Bw0ec.png)

The face i posted is not meant to be used for Dr. Doak, but it's also not even close to that civilian.
I'm not saying that it would matter to match these faces at all.


As for Dr. Doak, why not using this one, only the head ofc.:

(http://www.gamerdna.com/uimage/ssy2rZ5b/full/gordon-freeman-gif.gif)
At least he's a doctor and it would be a cool reference to the engine we're using for the mod.
I bet there would be a few ROFL when ppl see this for the first time.
Title: Re: Guards
Post by: PATRIOTA on March 22, 2014, 09:22:47 pm
I agree with Kraid. gordon freeman has the same characteristics as dr. doak. by removing this glasses of ned flanders. is equal   I think a good option  ;D
Title: Re: Guards
Post by: Rick Astley on March 24, 2014, 01:14:09 am
I agree with Kraid. gordon freeman has the same characteristics as dr. doak. by removing this glasses of ned flanders. is equal   I think a good option  ;D

nah i cant see it sorry maybe its the hair but yeah i cant see Dr. Doak looking like Gordon Freeman
(besides with any possible copyright issues with valve) 
Title: Re: Guards
Post by: DrDean on March 24, 2014, 03:01:03 am
Hah, don't worry about any copyright issues with Valve. They have no problem with using the likenesses of their characters in free mods of their own engine. I don't think it's a good idea, anyway.

Killermonkey has added randomized player heads and hats as a possible (low priority) feature to be implemented in the future on the GE:S roadmap.

Title: Re: Guards
Post by: namajnaG on March 24, 2014, 03:20:23 am
Excellent news! This ought to add variety in character selection if you manage to get several different character heads done.
Title: Re: Guards
Post by: Proxie on March 24, 2014, 03:37:21 am
Why Gordon when we (possibly) have Major?
Title: Re: Guards
Post by: Rick Astley on March 24, 2014, 04:23:23 am
just a quick question do you think that there will be player models for some of the main characters?
Title: Re: Guards
Post by: kraid on March 24, 2014, 10:45:06 am
Why Gordon when we (possibly) have Major?
Considder Gordon as Plan B if major doesn't feel like shaving or alternate skin if he does.
Title: Re: Guards
Post by: Peroxwhy?gen on March 24, 2014, 08:43:57 pm
Considder Gordon as Plan B if major doesn't feel like shaving or alternate skin if he does.

Gordan should always be as plan B for Dr. Doak
Title: Re: Guards
Post by: major on March 24, 2014, 09:51:41 pm
I think plan b is to abort the whole thing.
Title: Re: Guards
Post by: Wake[of]theBunT on March 25, 2014, 04:24:59 am
I think soon I have to fire out the camera. I want to shoot my face in our game. I don't see the weirdness  ;)

This is an amazing thread. I am so so happy he is being recruited to the DEV team!!
Title: Re: Guards
Post by: PATRIOTA on March 25, 2014, 05:29:52 am
Maybe is necessary something bigger  ::)

Dean. would be possible to use the head of gordon freeman as a base. and adjust the shape of the face to make it similar to dr.doak  o_O? 
Title: Re: Guards
Post by: kraid on March 25, 2014, 11:54:25 am
^^Would be easier to create a new face from scratch, also it would kill the joke if he doesn't look like Gordon.

Just imagine all the players that are used to get the door decoder from Dr. Doak, but this time they'd face Gordon Freeman.
Even if we can find a more suitable Dr. Doak (e.g. Major), i'd still like to have Gordon as an easter egg somewhere, maybe as a regular scientist.

Since there isn't even a model of him in the game itself, we'd either have to do one or ask one of the creators of the Freeman GMOD models for permission to use it.
Title: Re: Guards
Post by: markpeterjameslegg on March 25, 2014, 12:46:29 pm
I don't care about Dr.Doak, I want Dwayne Dibbley LOL...

Title: Re: Guards
Post by: PATRIOTA on March 25, 2014, 11:27:37 pm
Hehehe. I used very civil dwayne. was one of my favorite characters   ;D
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on March 26, 2014, 01:31:02 am
So do we HAVE to be on the GE:S team to get our heads modeled as soldiers? ::)
Title: Re: Guards
Post by: DrDean on March 26, 2014, 02:44:12 am
I'd prefer it that way right now because of the time required for doing one head and the tradition involved, but if we happen to get to a point where randomized heads are implemented and we need some generic heads, I'll see.
Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on March 26, 2014, 02:50:18 am
Alright, I can wait, it'd just be so awesome killing me friends as myself. XD
Title: Re: Guards
Post by: The Cy on March 26, 2014, 05:20:14 am
@DrDean
Don't forget to model your own head  8)
Title: Re: Guards
Post by: PATRIOTA on April 03, 2014, 10:30:28 am
Hey Dean. Anything new?    :)
Title: Re: Guards
Post by: DrDean on April 03, 2014, 09:48:07 pm
There is! It's me! (http://i.imgur.com/lRuBqWC.png) Used 3D scanning (http://i.imgur.com/wYxGHc5.png) as the method this time. Worked okay, maybe a little more trouble than it was worth but whatever. Took a series of pictures around my head and let 123D Catch (http://apps.123dapp.com/catch/) calculate it. Please don't stare at the wireframe too long, you might burn your eyes out. I think my topology gets worse with each head, check out those triangles in the middle of the cheek. Good lord. That's why my title says 'Model Man' and not 'Character Artist'.  :P
(http://i.imgur.com/I9OaHf5.png)

Here's what the infantry body looks like.
(http://i.imgur.com/MwH8hBJ.png)

I forgot the soldiers also had a beret so I'll be making that next. Haven't worked on the soldiers too much lately, but this morning I widened the character selection menu to have space for more characters including these guys.
Title: Re: Guards
Post by: Jonathon [SSL] on April 03, 2014, 10:55:40 pm
Ignoring the wireframe, the scan doesn't look half bad other than that weird shading going on around your temples and ears. Also, awesome to see another body going. With all these guard models singleplayer might be something to start thiking about...
Title: Re: Guards
Post by: The Cy on April 04, 2014, 04:11:56 am
I'm totally blown away. This looks so cool.
Title: Re: Guards
Post by: PATRIOTA on April 04, 2014, 09:23:03 am
PERFECT !!!!!! ;D
Title: Re: Guards
Post by: kraid on April 04, 2014, 11:42:12 am
Quote
(http://1.1.1.2/bmi/i.imgur.com/I9OaHf5.png)
^^Possible new Dr. Doak spotted.

Topology should be edited though.
While it's not necessary to avoid triangles and ngons at all cost (after all, the final model will be triangulated anyway), my main concern would be edge flow and polygon density in areas that do not need it.

Title: Re: Guards
Post by: StupidMarioBros1Fan[1138] on April 05, 2014, 12:20:54 am
Ignoring the wireframe, the scan doesn't look half bad other than that weird shading going on around your temples and ears. Also, awesome to see another body going. With all these guard models singleplayer might be something to start thiking about...
I know that a ton of people on youtube would be excited if the team announces making the campaign for this. GoldenEye has one of the most memorable and fun campaigns of all time and I'd love to see it recreated in this mod especially with the maps detailed after the movie, it'd be exactly what we want.
Title: Re: Guards
Post by: Jonathon [SSL] on April 05, 2014, 05:35:19 pm
At this point it seems like the biggest limitation would be code, as things like guard patrolling and NPC types and such would all need to be coded.

With the open source'ing of GES, Dean's incredible guard models, and my growing interest in coding, maybe something will happen ;)

It would need to get to a decent stage of development before a public unveiling, however.
Title: Re: Guards
Post by: DrDean on April 06, 2014, 02:14:09 pm
All of the patrolling can be done in Hammer with paths, although probably some AI behavior would have to be tweaked to mimic GEN64's. Regardless of how cool singleplayer would be, I think everybody's stance on it (including my own) is to get multiplayer as tip-top shape as possible. Singleplayer would be more of a side project after the multiplayer's very close to or at 100% completion, I reckon. I'm putting words in everybody's mouths here, though.
Title: Re: Guards
Post by: soupcan on April 06, 2014, 02:57:09 pm
All of the patrolling can be done in Hammer with paths, although probably some AI behavior would have to be tweaked to mimic .

Sure, you can set up paths, but the AI has to actually support patrolling first... As it is, GE:S has MP bots and no proper NPC AI.
Title: Re: Guards
Post by: Rick Astley on April 19, 2014, 07:21:59 am
There is! It's me! (http://i.imgur.com/lRuBqWC.png) Used 3D scanning (http://i.imgur.com/wYxGHc5.png) as the method this time. Worked okay, maybe a little more trouble than it was worth but whatever. Took a series of pictures around my head and let 123D Catch (http://apps.123dapp.com/catch/) calculate it. Please don't stare at the wireframe too long, you might burn your eyes out. I think my topology gets worse with each head, check out those triangles in the middle of the cheek. Good lord. That's why my title says 'Model Man' and not 'Character Artist'.  :P
(http://i.imgur.com/I9OaHf5.png)

Here's what the infantry body looks like.
(http://i.imgur.com/MwH8hBJ.png)

I forgot the soldiers also had a beret so I'll be making that next. Haven't worked on the soldiers too much lately, but this morning I widened the character selection menu to have space for more characters including these guys.

looking good so how many characters are you making at the moment?
Title: Re: Guards
Post by: PATRIOTA on December 17, 2014, 03:17:59 pm
hey any news on this? much work has been done during all this time?     :-\
Title: Re: Guards
Post by: El Dudereno on December 18, 2014, 02:56:53 pm
Dude I'll pay you to do me!

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/avatars/b2/b2c7a89fc0a688fe4d8c709916c7e845674bc8d8_full.jpg

Jk but good work.  Would be cool to see a bunch of personalized characters added.
Title: Re: Guards
Post by: RogerMooreSucks on December 07, 2015, 02:59:19 am
Are these guards going to be part of the official game?
Title: Re: Guards
Post by: Jonathon [SSL] on December 11, 2015, 06:09:39 pm
Yep! They're in the current dev build.
Title: Re: Guards
Post by: Wake[of]theBunT on December 13, 2015, 05:39:29 pm
Yep! They're in the current dev build.

Which is fricken awesome.. I am getting the itch to shove myself back into the dev mix, and SVN and testing etc. Binge listening to each version of our wonderful music artists creations will do that....

Currently just listened to "classy deathmatch" by Sole.
Title: Re: Guards
Post by: Rick Astley on December 13, 2015, 10:56:09 pm
Which is fricken awesome.. I am getting the itch to shove myself back into the dev mix, and SVN and testing etc. Binge listening to each version of our wonderful music artists creations will do that....

Currently just listened to "classy deathmatch" by Sole.

Dude you should :) im sure the team would love to have you back :D
the music is pretty awesome
i wonder what music tracks we will expect for the upcoming release?