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  #1  
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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  #2  
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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  #3  
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


GeorgeS
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  #4  
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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Old 07-02-2007, 02:11 AM
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CrabClaw
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Nice work! Cant wait for a test server.
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  #6  
Old 07-04-2007, 12:13 AM
GeorgeS
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That's great you're getting these to animate - cannot wait to see them live in a game...

I've not modelled anymore since the second update, but then I made over a hundred models already for you

I heard from someone else about those RL issues. I understand well...
Good to see you woking on this.

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Old 07-22-2007, 12:11 PM
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Ghost Fire
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whats the max poly count? Nevermind 1000 - 1500.
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Last edited by Ghost Fire; 07-22-2007 at 08:15 PM..
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