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 Post subject: Hi-Poly npc & monster meshes
PostPosted: Sun Feb 06, 2011 9:39 pm 
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Last man standing
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This is just a pack of the hi-poly meshes I did a while back. They're pretty much useless unless you create new normal maps for them, which, in turn would require a super hi-poly source mesh, and if you have that, you're better off deriving your in-game mesh from that, instead, so...

Anyway, here they are. Do what you wish with them.

http://sikkpin.fileave.com/d3_hi-poly_models.rar


Last edited by Sikkpin on Mon Feb 07, 2011 1:49 am, edited 1 time in total.

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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Sun Feb 06, 2011 9:44 pm 
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picked up 200 ammo
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link is dead
you need conver the 7z to RAR


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Tue Aug 16, 2011 10:47 pm 
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is connecting to Doom3world.org

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Thank you Sikkpin

they are fantastic but

Some monster mesh are not assign Texture

trite , pinky(no teeth tex) , maggot , mancubus , cacodemon , gseeker

sabaoth, Vagary , wraith , lostsoul , revenant , guardian , maledict

and tick (not changed)

i will hope fix this and update

sorry about my bad english


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Sat Apr 28, 2012 11:50 pm 
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http://s59.radikal.ru/i166/1204/e3/d17c50f661bf.jpg
Player head + my hd textures ;) Thanks,again, Sikk.
*its not complete


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Sun Apr 29, 2012 1:56 am 
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Last man standing
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Fantastic work.


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Tue May 01, 2012 5:04 pm 
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thx :D it's without sss


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Tue May 01, 2012 6:22 pm 
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That is rather bostin'


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Mon May 07, 2012 1:34 am 
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Looks great!

If you have time, consider fixing the ear (pinna) so it looks even better like the rest of the head.

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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Mon May 07, 2012 12:06 pm 
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Nice work with the displacement/sculpting, looking pretty sharp. There still is some blurry texelation about, whether it's the image or the UVs stretching, makes it a little unbalanced. A bigger issue is there's also some triangulation from the lower-poly mesh visible after the smoothing, especially noticable around the neck, but the entire object is still a little rigid with its angles and not quite as round as it could be, as the polycount demands. The vertices could be relaxed more on lower smoothing iterations to solve that and you might consider lower level displacements to regain what relaxed vertices might take away.


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Fri Jul 20, 2012 6:56 pm 
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Sikkpin wrote:
This is just a pack of the hi-poly meshes I did a while back. They're pretty much useless unless you create new normal maps for them, which, in turn would require a super hi-poly source mesh, and if you have that, you're better off deriving your in-game mesh from that, instead, so...

Anyway, here they are. Do what you wish with them.

http://sikkpin.fileave.com/d3_hi-poly_models.rar


Hey, can you please sikkpin the package ReUpload. I and others would be very happy :!:
Perhaps you also have new weaponskins skins would be cool !?

greets Intel..

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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Wed Aug 08, 2012 3:10 pm 
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Push

Can someone please upload the desired files. I would be very happy.

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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Wed Aug 08, 2012 4:46 pm 
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I don't have the models anymore as they were pretty much useless without normal maps generated with them and you can't do that unless you have the source art.


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Thu Aug 09, 2012 1:30 pm 
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IntelQ9550Reaktor wrote:
Push

Can someone please upload the desired files. I would be very happy.

I have it here, but it I deleted some models in there which didn't work at all (black, no textures)
http://sdrv.ms/NpCy6H
"Doom3_HighPolyModels"


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Thu Aug 09, 2012 4:22 pm 
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Just looking through the first few minutes of the game (up to the briefing to find the missing scientist) there don't seem to be any issues with these meshes. Normal maps on the heaps work well, bodies are acceptable, hands are horrible but I can deal with that since the heads are actually smooth!


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 Post subject: Re: Hi-Poly npc & monster meshes
PostPosted: Fri Aug 10, 2012 4:37 pm 
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drill_sarge wrote:
IntelQ9550Reaktor wrote:
Push
Can someone please upload the desired files. I would be very happy.

I have it here, but it I deleted some models in there which didn't work at all (black, no textures)
http://sdrv.ms/NpCy6H
"Doom3_HighPolyModels"
Big Thx you make me very happy. As quickly as possible to test it.....


Edit.
I have the file (Re)uploaded for those who have no WinLiveAcount Doom3_HighPolyModels.zip

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