• Gino (Godzilla 1998)
    90 replies, posted
:siren:[B][highlight]NEW VASTLY IMPROVED REGULAR SIZED VERSION ON TOYBOX! INCLUDES EYE POSING[/highlight][/B] :siren: I have never really done anything related to modeling before, so this is my first time. I went straight to ragdolling. Thanks to Mariokart64n and his ragdolling tutorial, I've managed to rig and compile this thing. [B]This is not my model. I only ported it.[/B] Credit goes to [url=http://littledragon.francemi.net/misc_01.htm]Scott Ayers.[/url] The model has a movable jaw and finger posing, but [B]no eye pos-[highlight]FIXED THAT (1998 size only)[/highlight].[/B] I've also retextured it a bit to resemble more of the 1998 Godzilla. I've also added a bump map. (which I don't think is working.) I would provide a better texturing job such as one in the link of Scott Ayers, but I just don't have the experience. Hell, I'm surprised I made a functioning ragdoll as my first thing ever to do for any 3d modeling program. There are some errors such as stretching skin with limbs. I've spent most of my time fixing most of that, but some part still exist. Sorry. :frown: [B]This is my first thing ever to do in 3ds Max, so don't expect it to be good.[/B] There are multiple sizes: Humanoid: roughly the same size as a human. (open up more posing possibilities? I don't know.) Baby: roughly the same size a baby Godzilla from the 1998 movie. 1998: roughly the same size as Godzilla from the 1998 movie. Ohgod: something I did for fun. :3: I couldn't be assed to edit the pictures. (Except the first one.) Get to see the model in its full unedited self. Old screenshot (showing part of old skin) [img]http://dl.dropbox.com/u/16145629/Gmod/Zilla1.jpg[/img] Humanoid: [img]http://dl.dropbox.com/u/16145629/Gmod/Zilla2.jpg[/img] 1998: [img]http://dl.dropbox.com/u/16145629/Gmod/Zilla3.jpg[/img] Ohgod: (Police car to show size comparison.) [img]http://dl.dropbox.com/u/16145629/Gmod/Zilla4.jpg[/img] I plan to do more "monster/alien like" ragdolls as I learn. Hope you enjoy. :smile: Oh and make sure you have noclip, buddha or godmode on before you spawn. If it touches you, you die. :v: [B][U]Fix for the largest model. Made the limbs more movable.[/U][/B] [url=http://www.garrysmod.org/downloads/?a=view&id=105078][img]http://www.garrysmod.org/img/?t=dll&id=105078[/img][/url] [url=http://www.garrysmod.org/downloads/?a=view&id=104573][img]http://www.garrysmod.org/img/?t=dll&id=104573[/img][/url]
Epic! Good posing tho.
OMG AWESOME!!! Nice man 10/10!
awesoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooome good work!!!!!
Yeah virgil!
Thanks. :smile:
finally, a godzilla ragdoll or rather GINO!!!! or Zilla
Yes I was waiting for one. But none came. I thought I might do it myself. :smile:
If only there was a Godzilla model to port....Some one must port from godzilla unleashed or something!
Damn it... I wish that my computer wouldn't have exploded. I would have so much fun with this model, nice job on the riggin.
Yay, finally it is released, thank you very much for this model :D
yess yess YESSSSSS (HUGE ORGASMMM)
Dumb people are all over the comments section on the download page. If you still can't get bumpmaps to work, PM me, I might be able to fix them.
Oh god the horrific sex poses that will inevitably be made from this.
[QUOTE=scotland1;23480660]Oh god the horrific sex poses that will inevitably be made from this.[/QUOTE] Why, don't give people ideas!
[QUOTE=oogaboogaman;23477037]I plan to do more "monster/alien like" ragdolls as I learn.[/QUOTE] Oh please do.
Finally! Although its kinda low res... My request was finally fulfilled!... *sniff*
Yeah, if you can get to the skybox section on some maps (noclip, there's a small patch of area that you'll see) that has the mini buildings and such that comprise your skybox. Posing the Humanoid-sized one should do the trick if you need to make the scale the point of the picture.
lookin goood, cant wait to see more
Thanks for the comments. Couple of questions though. What is the poly limit for the current Source engine? And do "faces" in 3ds Max represent the poly count?
[QUOTE=oogaboogaman;23482270]Thanks for the comments. Couple of questions though. What is the poly limit for the current Source engine? And do "faces" in 3ds Max represent the poly count?[/QUOTE] [url=http://developer.valvesoftware.com/wiki/Model_Creation_Overview#Performance_and_Budgets]The limit is 10,000 tris.[/url] The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.
[QUOTE=gman003-main;23482356][url=http://developer.valvesoftware.com/wiki/Model_Creation_Overview#Performance_and_Budgets]The limit is 10,000 tris.[/url] The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.[/QUOTE] Thanks. How would I check the tricount in Max 8? This model is ~40k faces. :v:
[QUOTE=gman003-main;23482356][url=http://developer.valvesoftware.com/wiki/Model_Creation_Overview#Performance_and_Budgets]The limit is 10,000 tris.[/url] The "faces" in 3ds Max are a polygon count, but if you have faces that aren't triangles, it won't be the tricount. Worst case, the tricount is double the polycount.[/QUOTE] 10k? I've got models in GMod that are over 20k and I even managed to compile something that was over 40k with the ff_studiomdl.exe. The largest one I managed to compile with the normal studiomdl was about 25k so around that would I would think as a "limit" as such. Edit: Sorry if this seems a bit forefront, but we did have a rather large discussion about this a while back. Edit2: Damn I can't find the 40K thing ¬.¬ The largest i can find is 25K so lets go with that. But saying that normal maps are probberly a much better way to go.
[QUOTE=Silver Spirit;23482594]10k? I've got models in GMod that are over 20k and I even managed to compile something that was over 40k with the ff_studiomdl.exe. The largest one I managed to compile with the normal studiomdl was about 35k so around that would I would think as a "limit" as such. Edit: Sorry if this seems a bit forefront, but we did have a rather large discussion about this a while back.[/QUOTE] Apparently my info is out of date, then. Although you really shouldn't need that many tris for anything. Valve never went over 9k, and rarely went over 5k, from my knowledge. Although I haven't checked the L4D series' budget, so they might have increased it over time.
playermodel plz
this is awesome! we really needed some Kaiju in here. any plans on porting the Japanese Godzilla?
fucking awesome!
[QUOTE=gman003-main;23482793]Apparently my info is out of date, then. Although you really shouldn't need that many tris for anything. Valve never went over 9k, and rarely went over 5k, from my knowledge. Although I haven't checked the L4D series' budget, so they might have increased it over time.[/QUOTE] I have repeated this a couple of times, the Source engine has no limit for polys, the thing is that YOU can compile it. S-low has ported stuff above 100k+ polys, like the TX terminator.
Awesome.
[QUOTE=Santz;23485438]I have repeated this a couple of times, the Source engine has no limit for polys, the thing is that YOU can compile it. S-low has ported stuff above 100k+ polys, like the TX terminator.[/QUOTE] I poked around in some MDLs, it looks like they use ints for face data, so there should be a limit of 4 million tris. Which is close enough to unlimited, for now. Really, though, having a high polycount doesn't automatically make a good model. That's like saying a book is good because it has 100,000 words. Sure, having too few is a major problem, but having too many can be just as bad. Technical knowledge time! Every face has to go through a perspective transform every time it's rendered; for a 100k-tri model, that's about 1.2 gigaflops of processing just to put all the vertices in place, no texture fill or shaders. That's a lot of processing power, especially when you factor in memory access. So, a high polycount does not automatically make a good model. If you can make it look just as good with fewer polys, do it. Make up for it with cheaper effects like normal maps or parallax maps. Put the really small details in the base texture. You'd be surprised what you can do by letting the computer work smarter, not harder.
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