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InsideQC Forums • View topic - Hellknight remake

Hellknight remake

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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Hellknight remake

Postby MauveBib » Fri Mar 27, 2009 3:08 am

Inspired by Electro's awesome player model, I'm having a go at a hi-res remake myself, specifically of the hellknight model.

Here's where I'm at so far, 3188 polys of an expected 5000-6000.

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Postby ceriux » Fri Mar 27, 2009 5:36 am

prolly better than i could do, but something about it seems weird.
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Postby MauveBib » Fri Mar 27, 2009 5:49 am

The proportions are pretty off, I normally fix them once the whole thing's modelled.
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Postby Urre » Fri Mar 27, 2009 7:20 am

Cool stuff man :)

You gonna dent his armor with zbrush/mudbox and stuff?
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Postby MauveBib » Fri Mar 27, 2009 6:08 pm

Yeah, I'll do a high poly zbrush version for normal mapping once I've finished modelling and unwrapping.
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Postby MauveBib » Sat Mar 28, 2009 12:04 am

Update: 5600 Tris.

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The hands need a lot of work.
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Postby MeTcHsteekle » Sat Mar 28, 2009 12:34 am

bah
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Postby MauveBib » Sat Mar 28, 2009 12:42 am

Yeah, there's going to be armour on the back of the hands
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Postby MauveBib » Mon Mar 30, 2009 2:54 am

Basic modelling done, just some proportion work then it's on to the fun fun fun of unwrapping this beast.

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Postby leileilol » Mon Mar 30, 2009 3:35 am

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Postby MauveBib » Mon Mar 30, 2009 3:43 am

Yeah, the shape of the torso is one of the big things left to change.
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Postby frag.machine » Mon Mar 30, 2009 3:47 am

The model itself looks great, but I think you should try to make it look more menacing and evil. The face and hands are a bit too slim (yeah, I know you said it needs some work on proportions :) ). One character that comes to my mind when I think what a more detailed Hell Knight would look like is the final boss in Return To Castle Wolfenstein.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby MauveBib » Mon Mar 30, 2009 3:49 am

Yeah, the facial expression needs some more work too, it's a bit blank atm.
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Postby MauveBib » Mon Mar 30, 2009 9:29 pm

Put some more work into the proportions and facial expression.

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Anything noticably terrible?
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Postby Urre » Mon Mar 30, 2009 10:00 pm

The helmet design doesn't feel very good, looks like someone is pinching his nose with those eye-holes. The legs do a weird bend from below the waist, shouldn't they start higher up? Otherwise you've captured the feel quite well
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