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Graphics Discussion
2006-03-07, 20:34
Member
251 posts

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Mar 2006
** Download links listed below! **

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I'm here again for those who remember (and some may have seen my web page url going around
Ruohis.com ), back from military (well been back for over 9 months now),
but now i'm back to give models to the people

Saw some msg about my work when browsing the web, then i noticed this place was back up so thought i'd
register and get the modelling scene going again.

My modelling and texturing skills have improved since i last did anything, curently working on a high detail,
high poly, faithfull model set that i almost abandoned about a year ago.

View my Progress(updated!)

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Allrighty, what's going on since i first started this post... well for starters, I'we joined the Quake Remodelling
Project (http://facelift.quakedev.com/remodel).

To save truble i'we added links to current models that are avalible to download for testing so that you can
better comment on my work.

For those who liked the first b_model pack: (Edit 2012: This is lost unless someone has the original)
http://www.kolumbus.fi/ruohis/qrp/images/b_models_other.jpg (rendered image)
http://www.kolumbus.fi/ruohis/qrp/models/b_models_other.rar

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For download links go here: Ruohis.com Model Section

(Edited 2012-08-22, 09:32)
2006-03-07, 20:41
Member
1011 posts

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Feb 2006
both look pretty nice from the renders

will be interesting to see ingame shots
2006-03-07, 21:07
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248 posts

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Jan 2006
welcome back, i remeber the nick and first thing that came to my mind was MODELS!
2006-03-07, 21:36
News Writer
2260 posts

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Jan 2006
nice, give us some mooo
2006-03-07, 21:46
Member
1754 posts

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Jan 2006
ruohis! \o/
2006-03-07, 23:32
News Writer
493 posts

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Jan 2006
Ahh, Ruohis I've been waiting for you to come back, dude Welcome back!
2006-03-08, 02:01
Member
447 posts

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Jan 2006
Ruohis = Plague? Those samples look very much like those found in Plague's pak.
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-03-08, 07:31
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129 posts

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Mar 2006
Being a 24bit md3 model junkie I cannae wait to download and try ur models dood, tried all the ones on ur website at one time or another but prefer models that keep the look of original quake. The RL pic looks sweeeet!!

ui if you've no seen Ruohis's webby the here u go http://www.kolumbus.fi/ruohis/home.htm
Wheeeeeee!!
2006-03-08, 08:16
Member
163 posts

Registered:
Jan 2006
Yes, very much welcome back Ruohis. You'r models are 'teh bestest', and you should give a shot at remodeling other items also. Not only weapons. We need a new nice quad,pent,ring and everything.
http://www.aimbot.se/pic/dopefish_anim.gif
2006-03-08, 08:46
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Jan 2006
a new sg first! there are no and I mean NO really beautiful sg-models
2006-03-08, 09:10
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171 posts

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Jan 2006
Peppe: Do you see a beautiful shotgun model further up this thread or is it just me?
2006-03-08, 09:43
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447 posts

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Jan 2006
I've seen the site in question, but the pictures given in this thread are unquestionably identical (or as close as it gets) to the sg and rl models from Plague's pak.
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-03-08, 10:02
Member
251 posts

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Mar 2006
daaamn, wasn't expecting this many replies, thanks guys

yeah... they look a bit the same. That's because plague pak models are very faithfull, but those where only previews i posted. I will try to add more personal touch and rounder shapes. havning some problems now with vertice count. it has to be under 2048. when converting to mdl the count goes over 3k even though in max it's only 1k, so it looks like i'll start out with md3, havn't done that before so have to do a quick studie how the textures work

just compared the plage pak models and well, the shotgun does not look the same, just similar, but seriously, how can you do the barrel in any other way?
and for the rocket launcher, there's not many other ways of doing that either, the handels on my are different for one thing.

and yes, i'll do other models, i actually have models for the quad and pentagram ready in 3d max format, back then i had truble getting two rings rotating around them in mdl format, this should be no problem in md3
2006-03-08, 12:46
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Jan 2006
apa wrote:
Peppe: Do you see a beautiful shotgun model further up this thread or is it just me?

yeahaa, but it's not out yet : ( and there's no skin either
2006-03-08, 13:59
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251 posts

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Mar 2006
yeah but i'ts close to beeing out, first models to be ready will be the v_shot, g_rock2, v_rock2 in md3 with 512x512 24bit textures and fire effects, witch reminds me still have to find some nice texture for the fire effect.

all i have to do is animate this and export it
http://www.kolumbus.fi/ruohis/temp/ssg.jpg


textures look like this, as you can see the shotgun barrel still looks like crap, but this is all preliminery texturing. first i render the texture then i make the final tuches with psp or photshop...
http://www.kolumbus.fi/ruohis/temp/ssg_texture.jpg


An inagme shot of the g_rock2.md3, not yet quite finnished with the texture.
http://www.kolumbus.fi/ruohis/temp/ingame_rpg.jpg


wont release the rocket launcher before both v_ and g_ models are finnished, shouldn't take that long with the v_ model once i finnish the g_ model texture.

http://www.kolumbus.fi/ruohis/temp/big_render.jpg <- for more detail.
2006-03-08, 14:19
Member
55 posts

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Mar 2006
welcome back ruohis. beautiful work so far! i'm very stoked to see your new models for the powerups at this moment.
2006-03-08, 16:37
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251 posts

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Mar 2006
http://www.kolumbus.fi/ruohis/temp/quad.jpg


like the idea? the rings rotate. this is still a mdl and the animation looks really bad, not to mentione the textures.
this could only be done in md3, i supose.

havn't some truble with exporting animation to md3, but i'll figure it out eventually, as mentioned before, havn't done md3:s before so if anyone has any pointers on animation, please feel free to save me some time and share your info
2006-03-08, 17:18
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188 posts

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Jan 2006
ruohis welcome back, i was waiting for u already Damn nice models!Awesome
2006-03-08, 17:31
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1754 posts

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Jan 2006
ooh that's sexeh 8)
2006-03-08, 18:26
Member
163 posts

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Jan 2006
Ruohis wrote:
http://www.kolumbus.fi/ruohis/temp/quad.jpg

like the idea? the rings rotate. this is still a mdl and the animation looks really bad, not to mentione the textures.
this could only be done in md3, i supose.

havn't some truble with exporting animation to md3, but i'll figure it out eventually, as mentioned before, havn't done md3:s before so if anyone has any pointers on animation, please feel free to save me some time and share your info

yea, could work. but _i_ think u should scale down the Q a little. even more gyro-inspired.
http://www.aimbot.se/pic/dopefish_anim.gif
2006-03-08, 19:35
Member
447 posts

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Jan 2006
I think it's got too much Q3 feeling to it, what with the rings and all. I like it better plain and simple.
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-03-08, 20:18
News Writer
493 posts

Registered:
Jan 2006
Ruohis, about your Rocketlauncher Model:


Here are two screenshots of Plague's models which will help me explain:

http://members.optusnet.com.au/%7ejulianmorris/3d/g_rock2.jpg


http://members.optusnet.com.au/%7ejulianmorris/3d/v_rock2.jpg



Here was my reply to him:

Quote:
I just have one request, the rocketlauncher seems too fat. It's hard to explain; but in the top screenshot the rl looks fine, but in the bottom (and in the game) the shaft of the rl is too wide. it's like this:

| |
/ \

where it shuold be more like this

| |
| |

it just looks a bit wrong. it might be because i think the entire rl is just too fat, maybe it should be a bit skinnier and aerodynamic? and the ears should be more aerodynamic?

I can't really tell from your screenshots, but please take this into consideration... a fat rl doesn't look so good =(
2006-03-08, 20:36
Member
135 posts

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Jan 2006
Ruohis I have request for you. Your models are great, but they are listed by f_modified. Could you make 24bit skins for original weapon models (both g_ and v_). They would look better and be legal. I'm waiting for your answer.
I know that you have a lot of job to do, but maybe you would find time for this.
Regard
MAGNUM 44
2006-03-08, 23:31
News Writer
2260 posts

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Jan 2006
the-interceptor wrote:
Ruohis wrote:
http://www.kolumbus.fi/ruohis/temp/quad.jpg

like the idea? the rings rotate. this is still a mdl and the animation looks really bad, not to mentione the textures.
this could only be done in md3, i supose.

havn't some truble with exporting animation to md3, but i'll figure it out eventually, as mentioned before, havn't done md3:s before so if anyone has any pointers on animation, please feel free to save me some time and share your info

yea, could work. but _i_ think u should scale down the Q a little. even more gyro-inspired.

yeah to minimize the Q would be better
2006-03-09, 04:31
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251 posts

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Mar 2006
Up2nOgOoD[ROCK wrote:
']I can't really tell from your screenshots, but please take this into consideration... a fat rl doesn't look so good =(

Currently: http://www.kolumbus.fi/ruohis/temp/ingame1.jpg
give me your thoughts about that and i'll see what i can do... (still have to add more detail and animate it)

SamoN wrote:
Could you make 24bit skins for original weapon models (both g_ and v_). They would look better and be legal. I'm waiting for your answer.

Hasn't someone already done that? i would recall seeing 24bit textures to the original models somewhere, or are you thinking more like textures that look like the ones on my models, so it would be a kind of low poly version of my models with the same texture?

ui wrote:
I think it's got too much Q3 feeling to it, what with the rings and all. I like it better plain and simple.

Well there already is a quad like that, a plain simple Q, just with a bit more polygons to give it a smoother look. And yeah, this is just an idea i had.
But sure, i can always do another simple Q, Pentagon and ring if there are people who would use them. But at some point i'll do the ring thing.

And to those others who commented on the rings, yeah, i'll make the Q inside smaller, doesn't show on the image but ingame the rings go through the edges of the Q
2006-03-09, 05:53
News Writer
493 posts

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Jan 2006
Yeah, I think yours is the same a bit, Ruohis. I would make the bottom shaft of the rl (closer to the player) a bit thinner, and the ears maybe a little longer and more aerodynamic. Maybe it will look better?
2006-03-09, 08:24
Member
171 posts

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Jan 2006
Ruohis wrote:
...i can always do another simple Q, Pentagon and ring...

Go ahead do pentagon

http://www.mth.msu.edu/~ivanov/SatelliteP/Big/pentagon_before800.jpg
2006-03-09, 10:07
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135 posts

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Jan 2006
Ruohis wrote:
Hasn't someone already done that? i would recall seeing 24bit textures to the original models somewhere

Yes I've found few skins on original models, but only v_ skins for sng, gl and rl and that's all :/.

Ruohis wrote:
are you thinking more like textures that look like the ones on my models, so it would be a kind of low poly version of my models with the same texture?

Yes it would be great if you could do that .
MAGNUM 44
2006-03-09, 13:53
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1026 posts

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Feb 2006
yes! please reskin (24 bits) the original models too (as faithful as possible)

take example from the Quake Revitalization Project. they did an awesome job with the health, ammo boxes and armours.
god damn hippies >_<
2006-03-10, 07:27
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248 posts

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Jan 2006
hm, if a rl is "fat" or not, arent that depending on the users fov?
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