Christie from the Dead or Alive - Fighting game series.
Not just a fan, I CARE a lot for this character ;3 (and screw-ya if you don't like fanboys).
Weeee, 1,5 years stoped, that's a long wille, anyways...
Long story short: I tryed making an adaptation (huge reduce in poly count, and massive change in anatomy, to fit the jk skeleton) of a official model from this character over one year ago, then sent a request to Tecmo asking for permission to release it, never got it, (yeah pretty s3pid idea, but still I had to try it, right?).
So I started this model of the same character from scratch(no official content from Tecmo), than I guess it's ok, unfortunatly I got bored during the process, but retook it in the last week.
Not sure of wich point of the process am I, if I go for the model alone I guess this is around 30% done, since it still needs some uvw & texture (want at "least" 2 per suit), and I'm thinking of adding 1 more model (as for clothess), rigging (this is gonna be such a pain), shaders, team, bot support... (something close to 15% if I get to add everything I want (animations, still gonna have to learn how to do it)).
Really love the character, so I'll try to make this not just a Dead or Alive character, but something the JA comunity would apreciate.
(don't think it'll be heavy, I'm guessing when it gets all the cuts (r_arm r_hand, r_leg etc...) every object will be ranging from ~15 to 100 polys) tho there will be LOTS of objects...
since I wanna make it a good quality model without going agaisnt copyright stuff (not using riped stuff from the games) there's a 50-50 chance it will not have new sounds, (as these would have to be recorded from the game, and I think it'd be some sort of ripping), plus I don't have a xbob/360 neither a "Dead or Alive" game, ;(
looking for some feedback now cuz this is still gonna take long to finish...
pfffft Buhauhahhau check the number of objects to weight in the screenshot ;P ps.: of course that doesn't include tags... ... I should have planned this better...
Anyways... NO I'm not quitting...
better just weight one by one...
gonna take a loooong wille... weighting, exporting, testing to see overlaps, and redoing it xD
I'm guessing overlaps betwen the body's skin and the model's clothess will be a much bigger deal than bad deforming... not to mention that the body is super-divided, mainly to hide unecessary polys (skin beneath clothess)...
(at least I tested one of the clothess configuration ingame (the doa3 one, from older screenshot, worked xD made changes on the main model based on bad deforms from that one)...
ps.: there isn't a limit to the number of objects in a model right?
Since everything is segmented and it got the basic caps already, I got scared of having to reatach the whole thing and redivide it all again (tryng to lower the number of objects)
I tryed weighting the WHOLE 75 objects to the pelvis alone (just to try compiling) and carcass/Assimilate did it, modeviewer too, (600k glm file, quite big actually...) any chance that when the whole thing ir properly weigted, it could not...?
sorry, had no idea there was such issue (actually still don't, they're still visible to me)
this one face is still untextured, and some of the other textures are reworked now.
... omg... the number of objects...
these are the mess xD the bunch of faces overlapping each are diferent outfits, will be the selectable in-game... when I get to finish weighting... the 75 diferent objects... TT_TT (in 10 years... hope people will still be into JA by then xD )
ps.: first time using the link to Imageshack, hope it works xD
Once the face is textured it'll look much better. However I'll say it right now, I'm EXTREMELY impressed with this so far, you've put alot of effort in to it and it's definately showing. once you get that face sorted out it'll be damn near perfect, though I don't know who the hell christie is, I know it looks good.
eh, sorry again, currently, it IS textured, you can't see it cuz all available objects are showing, so it looks like a mess...
that's how her face looks right now, guess it'd be good to darken the shades a little bit more (diferences betwen JKA 's lighting and 3ds max's confuse me a little... better wait to see her in-game)
(eyes... gave some focus there... xD)
a little Sith variation xP (I care 2 much for the character to give her the usual darkned eyes with pale face for a sith appearence (that thing is gross)), so I'll limit it to "make-up" alone, not even tatoos...
left- 3ds rendering
right - background wallpapper Screenshot from DOA4 game (Xbox 360) midle a paste of a screenshot of her from DOA3
DOA stands for Dead or Alive
ps.: yep, I'm a fanboy xP
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