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  #1  
Old 04-15-2007, 05:04 PM
GeorgeS
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Ok, I kept as many of those requirements as possible. I checked Blender's website, and decided to DL a copy. I also finished round 1 of the modeling.

So there are around 90 models made, and all are textured. You can do as you want with them now. I think you will need to rename the textured to your convention. My modeling workflow is not condusive to the afformentioned naming however, but you can do this in blender manually. If there are any that will not work, let me know the issues and I can work around them if possible. These all load into my 3D game engine nicely, so I know they're ok there. In fact I may very likely make a demo 3D previewer...

Poly's were kept low but I decided to go slightly higher with a few key models. Most modern PC's should handle EQ2 quality models, but mine are around a median of 750 tris. Some have a single sub-D, others not. You can SubD any - it's your call.

I'm sending you the link to the models as these are just for you.

GeorgeS

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  #2  
Old 04-16-2007, 01:01 PM
GeorgeS
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..I forgot to mention that the scythes are named "weapon" if I recall correctly and like most of the models are comprised of parts so removing the scythe is easy.


GeorgeS
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  #3  
Old 04-26-2007, 01:14 AM
GeorgeS
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Finished modeling the female NPC's. Made a bunch with different textures. These were a learning curve, but next are the male NPC's.
Aren't those females purdy?


http://66.159.225.58/eqemu/oz/work_to_date.html

GeorgeS
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Last edited by GeorgeS; 04-26-2007 at 09:27 AM..
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  #4  
Old 05-04-2007, 12:20 PM
Windcatcher
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Great work! I just managed to rig the first of your models, the orc. I've had to modify the mesh in Anim8or to make it fit my skeleton (basically splaying the legs apart, and rotating the hands 90 degrees so they match the way I attach weapons), but the animations are working well. I've also been working on a pop-up window in OpenZone 7.7 that will take a lot of the tedium out of some of the necessary tasks when making models, and while I'm not done yet I've made good progress. When OpenZone has the necessary features I should make much better progress in rigging the rest of the models.
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  #5  
Old 05-05-2007, 04:20 AM
Windcatcher
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A small update...

I finished the one orc model (the blue-gray one) but I'm going to hold off on the other four for now. The reason is that all five types have different meshes, and I don't want to have to have five different race types/mnemonics for all of them. It will mean that I'll have to expand the .XWF format and everything that deals with it, from OpenZone all the way through to the client and the loader DLL. So I'm going to move on to another of your model types where the meshes are shared. Next up: spectres...
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  #6  
Old 05-06-2007, 01:44 PM
GeorgeS
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That's excellent they're working well. I have made many more and todate about 100 or more. I'm exporting them for you tonight and the link is in the PM.

I've redone the froglok model slightly, and the mino-man. Lizardmen and wolves are done. Also the male/female NPC's are done as well

Current work to date -


http://66.159.225.58/eqemu/oz/work_to_date.html


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  #7  
Old 07-01-2007, 08:57 PM
Windcatcher
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Getting them rigged into Anim8or has been a real challenge, and so far I only have one orc done and the spectres partially done. However, I've been doing more than that: I've been adding a host of features to OpenZone 7.7 that will handle a lot of the more tedious and dodgy aspects of mob modeling, and when it's done it should make modeling overall a lot more efficient. There's also a new tutorial in the built-in help that covers mob modeling, though when these features are finished I'll have to rewrite large portions of it to reflect all the simplifications that will be in effect. The past six weeks have been really difficult for RL reasons, but though I've been silent on the forums I haven't been gone by any stretch.
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