New Cycloid and Duke Models - Come Get Some!
#1 Posted 25 February 2013 - 04:01 PM
Including source files!
Hey everyone. Waayyyyyy back in 2010, DT and Davox approached me to construct a new Cycloid model for a 'secret' project that they were working on. To cut a long story short, it was my first big next-gen character model, and it took a while to get it together. In the meanwhile, a lot of 'Real Life' happened to people and everything wound up in limbo for a few years.
During that time, Green approached me, having been given access to a sculpt of Duke Nukem done by Mark Skelton. Mark had very kindly allowed us to take a look at his model. Based on his model, I created a completely new game model for the HRP. It's a completely new mesh, new UV maps, new skins, new armature, new animations. Spiker did him a new set of skins and we were in business. I made him a new jetpack and Spiker contributed his shotgun model to the occasion. We had an original next-gen Duke!
Fast forward to about a month ago. I hadn't been able to contribute anything to the HRP for a while due to pursuing some other projects. The few times that I did get involved, it quickly became apparant that my views on the priorities of the project didn't jibe with most of the other members of the forum. I decided that it would be best to take a complete break and step away from the project for while.
As DT and Davox had started the whole Cycloid project off, I asked them what they wanted to do with him. DT came up with the idea of releasing the Cycloid to the community as a 'going away' present. I thought that this was a great idea. If the project maintainers are OK with the idea, I will defy my own convention and release the source .blend files for Duke and the Cycloid.
So here is The Cycloid Emperor model and a new Duke Nukem model. Thanks to all who helped to bring them together. I've really enjoyed working on the HRP. It is where I got my start as a game modeller. Keep on Duking and Nuking. I wish all you guys all the best.
I've uploaded the files to Sourceforge. Included in each is the Blend file, the textures, the MD3 and the defs.
Both the Cycloid and the Duke model are released under the same license as the HRP. A txt file is included.
The Duke file includes both the Duke file used to pose for the animations, and the two end screen renders in their 'raw' Blender formats. The Blend files are the low poly game models rigged and skinned within Blender and containing all the animations required to use with Duke Nukem 3D. As the figure is rigged, you can add extra animations, add new weapons, etc.
Included in the two End Screen Blends are complete Cycles set-ups for rendering the end screens as they appear in the files. If you want to use a different renderer such as Blender Internal or Yafaray, it's all there for you.
One note. To save time, I didn't animate the shotgun cocking. I have one with it in normal mode, which follows the hands through the first few frames, and one with it cocked, which is saved by itself to another layer. Just make the right layer visible in Blender with the correct shotgun model. It is posed to match the hands.
The Cycloid includes the Blend file used to create the animations. He too is fully rigged and animated.
This post has been edited by Tea Monster: 03 March 2013 - 06:07 PM
#4 Posted 25 February 2013 - 04:29 PM
Mapper of the Month December 2014.
Herbs? Tell me more!
#5 Posted 25 February 2013 - 04:38 PM
So, who is going where and who else need to give permission for the source?
If you are going, for as long as you stay on planet earth ... all the best
#6 Posted 25 February 2013 - 04:53 PM
With the number of times that HRP assets have been ripped off for other projects, I didn't know if it was a good idea to publicly post the sources or not. If the consensus is not to openly post them, I can make them available to trusted members of the modelling community.
I'd also like to thank Mark., who did an invaluable job of beta testing, and my Son Steve (not Steveeeie!) for helping with concept work on the Cycloid.
Also thanks to Green, who secured the use of the high poly Duke model - and of course, many thanks to Mark Skelton!
Some images from Unity, which I used for screenshots. Thanks to Steve for them.
And an outline render from Marmoset
This post has been edited by Tea Monster: 25 February 2013 - 05:00 PM
#7 Posted 25 February 2013 - 05:05 PM
This post has been edited by Mark.: 25 February 2013 - 05:18 PM
#8 Posted 25 February 2013 - 05:28 PM
It would be pragmatic to at least entrust the .blends in safe hands because we could see something along the lines of VWeap as things progress.
#9 Posted 25 February 2013 - 05:37 PM
Personally, I'm all for releasing the source no matter what, but it's your call. I agree it sucks major ass when people rip off your assets..
#10 Posted 25 February 2013 - 06:10 PM
Invalid starting frame name on line highres/sprites/characters.def:336 Invalid frame name on line highres/sprites/characters.def:337 Invalid starting frame name on line highres/sprites/characters.def:339 Invalid frame name on line highres/sprites/characters.def:340 Invalid starting frame name on line highres/sprites/characters.def:345 Invalid frame name on line highres/sprites/characters.def:346 Invalid starting frame name on line highres/sprites/characters.def:348 Invalid frame name on line highres/sprites/characters.def:349 Invalid frame name on line highres/sprites/characters.def:350 Removing model 19 due to errors. Invalid starting frame name on line highres/sprites/characters.def:372 Invalid frame name on line highres/sprites/characters.def:373 Removing model 19 due to errors. Invalid frame name on line highres/sprites/characters.def:402 Invalid frame name on line highres/sprites/characters.def:403 Invalid frame name on line highres/sprites/characters.def:404 Invalid starting frame name on line highres/sprites/characters.def:406 Invalid frame name on line highres/sprites/characters.def:407 Invalid frame name on line highres/sprites/characters.def:408 Removing model 19 due to errors.
#13 Posted 26 February 2013 - 01:33 AM
Number of downloads: 240
Wesker500 - several enemies were in production. No plans to continue them at this time.
This post has been edited by Tea Monster: 26 February 2013 - 01:34 AM
#15 Posted 26 February 2013 - 02:21 AM
#16 Posted 26 February 2013 - 02:28 AM
Also there are broken normals but I've already fixed it.
This post has been edited by Spiker: 26 February 2013 - 02:29 AM
#22 Posted 26 February 2013 - 09:33 AM
Mark. mentioned a floor problem at his end, but I didn't see it at my end. Might need a height adjustment for the crouch frames in the def.
This post has been edited by Tea Monster: 26 February 2013 - 09:35 AM
#24 Posted 26 February 2013 - 11:13 AM
#25 Posted 26 February 2013 - 11:57 AM
Now for my flipping out:
OMG!!!!!! I've been wanting a new Duke Nukem model for the longest time!!!!! It's like a dream come true. Thank you so much for your work Tea Monster and the others that have worked on it! The Cycloid Emperor looks great too! I've got to test this out now!!! But I think I'll wait until it's front page news so that everything is sorted out well with fixed version of Duke and whatnot. Great work!
CPU: Intel® Core™ i7-4770K @ 4.2 GHz
GPU: NVIDIA GTX 660 TI
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133 MHz
OS: Windows 7 Ultimate 64 bit
This post has been edited by Spirrwell: 26 February 2013 - 12:33 PM
#26 Posted 26 February 2013 - 12:06 PM
#27 Posted 26 February 2013 - 12:23 PM
Thanks everyone. The Cycloid is mine, but Duke is very much a team effort. Mark Skelton did the high poly, Spiker did the skins (and fixing!) and Mark. did a lot of testing.
I'll confer with Spiker, fix anything else that needs fixing and I'll chuck the source files up onto Sourceforge in the next few days.