Author Topic: [REL] New Red XIII  (Read 26680 times)

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
[REL] New Red XIII
« on: 2013-09-26 15:53:02 »
Now available here: http://forums.qhimm.com/index.php?topic=14738.0



Something to look forward to.





« Last Edit: 2013-10-13 21:17:17 by cmh175 »

LeonhartGR

  • *
  • Posts: 2577
  • ~Whatever...~ Enjoy life!
    • View Profile
    • LeonhartGR Productions
Re: New Red XIII
« Reply #1 on: 2013-09-26 15:58:21 »
Love ya mate!




jusete

  • *
  • Posts: 416
  • https://www.paypal.me/JRGV
    • View Profile
    • Donate here
Re: New Red XIII
« Reply #2 on: 2013-09-26 18:24:12 »
Woooo!! You are the boss!!

dkma841

  • *
  • Posts: 1225
  • delete
    • View Profile
Re: New Red XIII
« Reply #3 on: 2013-09-26 18:29:28 »
ooo ;)

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #4 on: 2013-09-26 18:56:16 »
lol before I get too much credit the model's by Ash Barnard. He posted a demo of the model on youtube: http://www.youtube.com/watch?v=dZBNrKSiofo He sent me a copy with permission to import it.

Hellbringer616

  • *
  • Posts: 1913
    • View Profile
Re: New Red XIII
« Reply #5 on: 2013-09-26 19:33:50 »
Different from the anime-ish style we have for TA, But boy is that a nice model haha

LeonhartGR

  • *
  • Posts: 2577
  • ~Whatever...~ Enjoy life!
    • View Profile
    • LeonhartGR Productions
Re: New Red XIII
« Reply #6 on: 2013-09-27 01:37:48 »
Haha! I'm already subscribed to Ash... Already liked and favorite! Shaders look lovely!
« Last Edit: 2013-09-27 01:51:18 by LeonhartGR »

jusete

  • *
  • Posts: 416
  • https://www.paypal.me/JRGV
    • View Profile
    • Donate here
Re: New Red XIII
« Reply #7 on: 2013-09-27 01:54:37 »
Import, pleaseeee!!!!

kela51

  • *
  • Posts: 167
    • View Profile
    • http://www.youtube.com/user/killakela51
Re: New Red XIII
« Reply #8 on: 2013-09-27 14:44:26 »
Yeah you've luck because i've already send him a message to get his model for import  before work on the other RedXIII but he never reply me.

XVermillion

  • *
  • Posts: 13
    • View Profile
Re: New Red XIII
« Reply #9 on: 2013-09-27 22:38:45 »
Looks great!

foubou

  • *
  • Posts: 18
    • View Profile
Re: New Red XIII
« Reply #10 on: 2013-09-28 06:16:44 »
This is amazingly beautiful !  ;)
Are you going to do other characters ?

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #11 on: 2013-09-28 06:46:33 »
I haven't learned enough to make my own models yet. I'd like to eventually, there's a ton to learn.

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #12 on: 2013-09-28 18:34:49 »
Making progress. Everything you see here as been imported. I'm cutting and importing each piece one at a time so I can take my time fitting them correctly and filling any holes. Made a few minor changes to the model so pieces sit perfectly in the place of the originals, but it'll still have the overall look and build of Ashes model. I'm having trouble with the normal mapping through. Apparently it'll work with the custom driver but no one seems sure how to import it with a model. The screen shots I've posted don't have it included so the model looks great on it's own. I usually just chuck extra stuff like that for imports anyway, but it would be cool to include that extra level of detail for this model. If anyone comes up with a way that works I'll just add it later.



If you're interested in what the difference is with and without normal mapping compare my screenshots to Ashes youtube video. The video includes alpha, specular, and normal mapping. Mostly minor detail so it's not necessary since the texture is pretty detailed already, but they do add a cool effect. 

Mayo Master

  • *
  • Posts: 650
    • View Profile
Re: New Red XIII
« Reply #13 on: 2013-09-29 20:21:20 »
This model is awesome. If you manage to deal with normal mapping, it will be really epic. Normal maps would be mostly for the fur, right?

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #14 on: 2013-09-29 20:48:22 »
It'll basically just add extra lighting and shading to the texture. Mostly just minor details but would be a cool addition since I already have it.

Update. Main body is complete. Just need to import legs, tail, and head. The body seems to be the hardest part so things should be getting easier from here. It's still not much to look at yet, I'll post a picture once I have the head on.

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #15 on: 2013-10-02 04:46:02 »
Making progress, just a quick update to show how it's looking in kimera. The model wasn't designed with being imported into the game in mind, so I have to make a few changes to make pieces fit, in some cases building brand new ones made from others. Like the upper part of the front legs that's connected to the shoulders are actually made of the lower half of the legs lol. I'm also cutting one part at a time so I can make changes as I go along instead of having to go back later. It's taking longer but it'll look so much better and I'll hardly have anything to fix later. Every part of the model was textured specially, like each leg looks different, so I'm importing almost the whole model and only mirroring certain parts. So that's taking longer too, otherwise I'd have been done this past weekend.





LeonhartGR

  • *
  • Posts: 2577
  • ~Whatever...~ Enjoy life!
    • View Profile
    • LeonhartGR Productions
Re: New Red XIII
« Reply #16 on: 2013-10-02 05:40:02 »
Wait until Kimera is fixed before release... maybe you can test those lights...
« Last Edit: 2013-10-02 05:41:51 by LeonhartGR »

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #17 on: 2013-10-02 13:13:27 »
What's wrong with Kimera? Other than it crashing every time I do something to get an "Out of Range" error, ugh. Kimera doesn't show models with any of the games shading so they look brighter than they'll actually appear. I can experiment with lighting later but I've had a few bad experiences with it causing models to look too dark and only recently heard about how to reverse that. If anyone has any good suggestions for it I'll try them out.

Rundas

  • *
  • Posts: 704
  • What do you even do?
    • View Profile
Re: New Red XIII
« Reply #18 on: 2013-10-02 18:53:07 »
The back legs and tail look silly with just gradient. Do you plan on giving them a matching texture?

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #19 on: 2013-10-02 19:27:33 »
The back legs and tail look silly with just gradient. Do you plan on giving them a matching texture?

I haven't touched the back legs or tail yet. I'm cutting the right back leg now. I have to fabricate joint pieces again so it's taking longer. The tail wont take any time at all though. Then I'm going to look into the lighting options so the model will look darker. After I go over the model and finish any extra fixes and testing I'll convert a field model to finish things up.

Rundas

  • *
  • Posts: 704
  • What do you even do?
    • View Profile
Re: New Red XIII
« Reply #20 on: 2013-10-02 19:48:49 »
The back legs and tail in the Kimera picture you posted are not the original parts of the model correct?

jusete

  • *
  • Posts: 416
  • https://www.paypal.me/JRGV
    • View Profile
    • Donate here
Re: New Red XIII
« Reply #21 on: 2013-10-02 20:19:41 »
Good work, cmh175!!! Can't Wait for release!!

cmh175

  • *
  • Posts: 862
    • View Profile
    • Chris Hendrickson's Artstation
Re: New Red XIII
« Reply #22 on: 2013-10-02 20:20:57 »
The back legs and tail in the Kimera picture you posted are not the original parts of the model correct?

I didn't have a copy of the original model when I started so I'm building onto Kaldarashas battle model. I was going to use my Red XIII model but it was harder to see and work on with the colorful texture, plus his still shows color in the piece adjustment window so it's easier to compare pieces while I'm cutting. The skeletons are the same so it made little difference. Other than his animations they're the same, and I copied in the animations from my model, so it wont include anything of his. As of now the tail and back legs are the only pieces I haven't imported yet, I just finished cutting the back right leg. 

Rundas

  • *
  • Posts: 704
  • What do you even do?
    • View Profile
Re: New Red XIII
« Reply #23 on: 2013-10-02 20:36:24 »
Oh, now I understand.

Kaldarasha

  • *
  • Posts: 2449
  • Prince of Model Editing
    • View Profile
Re: New Red XIII
« Reply #24 on: 2013-10-04 03:45:04 »
 :evil: Now I will hijack this thread with that:
Right new changes in the UVmap and mesh                                        Left original with Bloodshots edit


With light:


As you can see in the last pic the body of the left model is dark. That is a problem Kimera has after the model is saved. Restart Kimera will fix this and the light will be properly displayed.