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Graphics Discussion
2008-05-04, 17:21
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251 posts

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Mar 2006
Hello! Allright... I'll be honest... I was taking a crap... (I know, but this has nothing to do with the point) anyways, and I got an idea...

The player model is still a hard one to make... because basicly there is so much that the quake community is expecting of that.
So I figured why not start with redoing the monsters. I'we seen many great attempts to redo them... all have been very Doom3 like, meaning insane polygon counts. I don't like that, this is Quake 1, not Quake 4 or Doom 3... It has to be below a suirtain polygon count to get that special quake feel. So the old time gamers will go all nostalgic and shit...

Ok... Now for the point...
I was thinking to start of with the easy monsters... fish, vore, wizard, spawn and the end bosses and so on...
then eventually the more complex monsters with a lot more animation and even the player model...

This will take time and I only just got the idea. I'll start to get something started within the month.

My old modelling project is still not 100% done, still 2 key models to get done and some texturing, bump mapping and stuff like that, and that will still take a short while to get done. But while i'm looking for inspiration to that it is good to get started with the next project...
So if you got any ideas on what the monsters have been missing, how they should look, what is weird and what should not be done etc..etc..
2008-05-04, 19:11
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Jan 2006
YES! Great news.

Good luck with this. You are a great modeller so I am really looking forward to see the outcome. Animations will be hard I guess.
2008-05-04, 20:03
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Mar 2007
Indeed, I can't wait to see what you come up with! This is the only part of Quake remodeling no one has dared to touch. The only ones who tried ended up disappearing, or never created skins for their mega high-poly models.

What would I like to see? I think you covered exactly what I want to see. Models that are faithful to the originals with reasonable poly counts!
2008-05-04, 20:33
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Feb 2006
the vore is "easy" to re-make??! well, if you say so... and i'm sure it will look superb if you decide to give it a go.
even if all we get out of this is a new fish model, it will rock. gl with it, i'm sure there will be plenty of feedback if you give us some screenshots of your progress.
2008-05-04, 20:42
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Mar 2006
i thought these were a pretty good start:

http://213.133.97.121/images/gallery/galleryphoto_20_th.jpg

http://213.133.97.121/images/gallery/galleryphoto_22_th.jpg

http://qexpo2005.quakedev.com/uploaded/19/shamber01_t.jpg


maybe they could help you.
It Takes A Tough Man To Make A Tender Rocketjump
2008-05-05, 02:53
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60 posts

Registered:
May 2006
The fiends done, but not rigged or animated. And as I've just moved south of the border, and have no furniture dunno when I'll get it done
2008-05-05, 07:19
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251 posts

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Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/vore.jpg

Here's a quickly made vore, and only in a bit over 1500 polygons

To give a better idea on what style I'm going at
2008-05-05, 10:48
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Jan 2006
Are these md3 models or how does it work? ;}
www.facebook.com/QuakeWorld
2008-05-05, 11:01
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251 posts

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Mar 2006
yes, once again I'm going for md3
2008-05-05, 13:24
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Mar 2006
Looks cool.
2008-05-07, 15:02
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Mar 2006
hehhe, i actually found something even simpler than the fish

http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.jpg

ingame shot above, rendering in the link below...

http://www.kolumbus.fi/ruohis/qrp/monsters/1600x1200_oldone_rendering.jpg
2008-05-07, 16:24
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Feb 2006
ooh yes that's lovely
2008-05-07, 17:05
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Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.rar
hehhe, played around with some crappy animation so this is just a early beta model
it works great ingame, also included a small map with just the model in the middle (use deathmatch 0 in the map)
2008-05-07, 17:33
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Feb 2006
i think it already looks much better in-game than the original version -->
http://img206.imageshack.us/img206/3957/ezquake031rk7.th.png

just look at the difference between shambler skin and the old one.
do the shammy next!
the animation is pretty much perfect. the movement is realistic and it looks scary.
2008-05-07, 18:31
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Apr 2007
Ruohis wrote:
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.rar
hehhe, played around with some crappy animation so this is just a early beta model
it works great ingame, also included a small map with just the model in the middle (use deathmatch 0 in the map)

whats the bsp file for?
2008-05-07, 18:47
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Jan 2006
And for the mandatory faithfulness ranting Spirit critic:
That "taper" in the tentacles looks kinda weird.
And too me the red stuff always was blood/flesh/guts showing from the inside.

Apart from that this is wonderful. The animation is nice for being beta!

In FTE the model has some see-through parts.


Trickle: Read what you quoted.
2008-05-07, 19:13
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Apr 2007
ohh PFFFFT
2008-05-07, 20:09
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156 posts

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Mar 2007
Great first attempt on Oldone. Animations are good, and the skins is detailed. However, I agree with Spirit. The red "lines" on the front look really out of place compared to the original. It needs to look more fitting to a disgusting, vile end boss. Maybe a more bloody look like the gib models you created would suffice for the "gashes" in front.
2008-05-07, 20:23
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Apr 2007
I'm so blown away at how fast you make these nice models Ruohis. it looked so fluid and nice too..but I do agree with the above comment. the red gashes or whatever make it weird. maybe if it was darker and more blood looking
2008-05-07, 20:26
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Apr 2007
because right now it almost has this volcanic appearance Lol.
2008-05-08, 00:47
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805 posts

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Mar 2006
From now on I'll have to play Quake with lights on!
https://tinyurl.com/qwbrasil - QuakeFiles
2008-05-08, 14:17
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Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.png
here's a slightly different texture to try out
2008-05-08, 20:41
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Mar 2007
Ruohis wrote:
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.png
here's a slightly different texture to try out

It looks better, but the gashes still look out of place. I think the problem is that the edges are too well defined and rectangular. The result is that they look more like Shark gills than the gashes the original had. I've taken a screenshots of the original model Vs. your model to show you what I mean:

http://i6.photobucket.com/albums/y226/l_hunter8/oldone.jpg


The gashes in the original are much more cracked, and the edges less defined. It looks more bloody - almost as if Shub-Niggurath were a giant organ. Your model looks like Shub-Niggurath has undergone some medical attention and healed quite a bit.

Hope you don't mind the criticism.
2008-05-11, 13:49
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Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/shambler1.jpg

http://www.kolumbus.fi/ruohis/qrp/monsters/shambler2.jpg


this is more what I'm looking for, 284 polygons for the old model and 1176 polygons for the new one...
the oldone model is a ridiculous 3420 polygons, and it doesn't even have that much detail...

and the old model for comparison
http://www.kolumbus.fi/ruohis/qrp/monsters/shambler_old.jpg
2008-05-11, 16:20
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Jun 2007
Looks nice, but i don't like his fingers/claws. They should look more pointy and deadly. Original claws look like they could cut through steel, the one your model have looks like they would break in contact with paper...
2008-05-11, 17:10
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Jul 2007
shub niggurath should be a mix between a tree and a goat i guess.. according to mythos?
test one two.
2008-05-11, 17:15
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793 posts

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Feb 2006
agreed, the claws look more brutal on the old model. it's the low-polyness i think, makes it look more primitive and dangerous.
i'm curious how the snout area will turn out, the teeth are what makes the shambler scary, so it will be cool to have them in the model instead of just in the texture. i always thought the shambler did part of his damage with his teeth as in this pic
http://img529.imageshack.us/img529/5505/50987044mn9.th.png

really looking forward to this.
2008-05-11, 17:43
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Mar 2006
yes, i'm not happy with the claws either
they need to be sharper and more spread, will work on that, that's just a small thing...

even got the texture cordinates finished already, done a lot of progress in that area and i'm now able to do it much better and much faster, and it is so much more easy to texture
2008-05-12, 05:45
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Mar 2006
http://img186.imageshack.us/img186/6958/xmenswolverineyladydeatof6.jpg
https://tinyurl.com/qwbrasil - QuakeFiles
2008-05-12, 08:17
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253 posts

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Nov 2007
the good old deathstrike and wolvie? yeah.. these are claws
cheat 2 win!
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