![]() Jay Dolan came along (of ) to offer me some money to work on finishing it up, rigging and animation.įor his purposes he only needs the Quake2 animation set, minus death animations. I wasn't going to finish this, because my life is so hectic I don't have the time to justify working on it. Here's a quick "update" (I setup a dx9 shader and took realtime viewport pics, not a render this time around) making art for the original quake stuff would have been a breeze and so fast compared to all this mumbo jumbo. I wish I got into the games industry a lot sooner. This will of course include all the animations I did so people could use those as a base to work from.Īh the pitfalls of 'next-gen' (current gen). ![]() Which will include the final low poly (heh, 10k) character, with the rig that can be animated. When it comes time to do a release of a package though, it'll most likely just be a kind of animation package. The other bulk of large files is from max high poly and mudbox (these are the main culprit). This includes 3 (diffuse/normal/spec) photoshop psd files that weigh in around 40mb each. To give you a rough idea of filesize alone (not to mention needing the hardware to run it). So to allow people to edit it fully, they would need all the original high poly source assets. It completely breaks the normalmaps, even moving the vertices the slightest will throw off the normalmap and there will be weird results. People can't expect to be able to move some verts on the model to change proportions or just make a buldge and slap a texture on it and think they'll have a backpack. Urre: This is something that I will give serious thought to after the model has served some time in my portfolio.Ī lot of things that people don't realise when it comes to next-gen assets and source data is how huge it is, and how much work they are (even moreso to modify in some cases). Would you consider it, I'd recommend a mixed license, similar to Twig, which allows using it in closed source projects as long as they're non-profit, but also allows converting it to an opensource license which protects the opensource status (GPL) but not one which doesn't (BSD) because otherwise it could be sold closed-source. Why I'm asking is because as I understand it, you're already planning to release it on such a basis that people can use it in their mods and redistribute it, so I figured the step towards opensourcing it wouldn't be too big. Not only that, but be able to expand on the animations, or add to his appearance, basing new characters on him and so forth. Imagine being able to convert the model to any and all the supported formats of various Quake engines, as well as future formats. This would include but not be limited to things such as the skeleton for animation, photoshop files for skins and high-poly models. ![]() ![]() Electro: something which would help the community even more, and although I know it's not common practice for artists, would be if you released the source files for the model(s). ![]()
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