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Quake reforged - alternative and altered skins!

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  • #31
    i dont like this.

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    • #32
      Then don't use?
      Be constructive and say how they could improve it, otherwise saying "I don't like this" is useless as the author has no idea what to do to improve it.

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      • #33
        ...and we probably wouldn't, its done!

        no seriously, constructive critisism is welcome and long as it has actual suggestions for future releases, then we can make v1.1, v1.2 etc... and release tham ALL so there is more of a choice for the discerning Quaker... that's what this tread is about; variation.

        if its just a case of, "I prefer qrf's" then use that one...

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        • #34
          edit

          soldier skin removed
          Last edited by seanstar; 04-03-2011, 05:50 AM.

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          • #35
            wow, great stuff!

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            • #36
              Hello osjclatchford,

              I admire your effort in creating the extra textures for DarkPlaces users, but...
              ...unfortunately all of your bump textures still have this "little" issue.


              You know,
              _bump textures are only useful if you enable offsetmapping (and maybe RT-World).
              If you do so, you will get this visual:



              If you disable offsetmapping, the visual is fine, but the effect and reason you made the _bump texture for, is gone:



              I know, that you are aware of this issue.
              Please either write in your "readme.txt" that people have to delete the _bump texture when using DarkPlaces with offsetmapping enabled, or kill that bug in all your wonderful textures

              Again, please dont understand me wrong, it is great that your create extra textures for DP users.
              Just tell them to delete the _bump if they use it with offsetmapping (that�s the main reason why many people use DP by the way...).

              Thank you for your understanding.

              Kind regards,
              Seven

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              • #37
                Originally posted by Seven View Post
                ...You know,
                _bump textures are only useful if you enable offsetmapping...
                sorry seven but this is not true.

                bump-mapping effects are not exclusive to offestmapping/paralaxing. They do have an effect with just the rt-world on, as do normals.

                on my skins the bump mapping works in conjuction with my specific gloss files to create a similar effect (but obviously, slightly less pronounced) as a normal.
                It works without parralaxing on, but, yes, you do need rt-world on to see it.
                Without the bump the effect is much less pronounced (with just rt-world on that is) but as you have shown us, on several occasions, with offestmapping/paralaxing, the bump looks shite.

                now, to explain; I didn't realise that offsetmapping effected monster-skins too, so yes, I should have put a warning in, my bad there.
                sorry folks, it will be in future relases!

                latchford

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                • #38
                  Hmm, I know the original shambler had the bleaching towards his claws, but I think you guys needs to make it more crimson:

                  BTW- dont forget an alt skin with some really shaggy fur!
                  Check out my awesome Deviant art page!
                  Quake fanart (obviously included)!

                  http://harry-the-fox.deviantart.com/

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                  • #39
                    Originally posted by Hazza View Post
                    Hmm, I know the original shambler had the bleaching towards his claws, but I think you guys needs to make it more crimson:
                    What do you mean? More crimson on the entire body, or the claws? I always interpreted the original Shambler as being mostly white with patches of fur missing, and some gore on the hands, chest, and feet. Where did I go wrong?

                    BTW- dont forget an alt skin with some really shaggy fur!
                    I never really thought of the original Shambler as having a LOT of thick shaggy fur (more like patchy fur), but if you want a version like this, I can attempt it.

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                    • #40
                      I think he's referring to the tips of the claws. They're white basically - whereas if it was blood on the hands - the tips of the fingers/claws should be one of the bloodiest areas.

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                      • #41
                        Yep- it's just the tips of the claws that need work for the red- the rest of him is fine.

                        It's mainly because the original id monster needed different colors on different vertices to help the model stand out in the environment- but with RT lights and higher res its no longer needed, and looks much fresher just to have a consistent stain texture and let the RT shadows do the rest!

                        The fur thing is just a personal preference of mine (I imagined it as a shaggy yeti-like coat).
                        Your version is actually perfectly fine.
                        Check out my awesome Deviant art page!
                        Quake fanart (obviously included)!

                        http://harry-the-fox.deviantart.com/

                        Comment


                        • #42
                          I think the thing with this thread is, as long as Lightning hunter is cool with it, the creation of many versions will make for everyones ideas of the 'best' skins.
                          this is the problem with creating high res skins from low res art.
                          A lot of the classic art is caused through engine limitations of the time (excessive brown etc...) but oftimes, attempts to change these issues in newer versions (green grunt from qrf team etc...) bug the nostalgia freaks, of which catagory I count myself in
                          its finding the one line thats suits everyone thats so damned hard...

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                          • #43
                            You'll never find the line that suits everyone.
                            Due to the games age, people become attached to what they're used to. For example, ZDooM - DaniJ did do some great models - however NOTHING beats the sprite Cyberdemon.

                            Like you did mention too, the game was limited to 256 colors - the same pallet used on map textures, sprites and models - in which gave that "excessive brown". Which has now become more or less a major thing with Quake. Like I don't believe the initial plan for the Grunts armor to almost be skin color was planned - but was rather more or less forced to be due to the color limits and it was closest to what they wanted it to be.

                            Then comes the issue of adding in details. Due to the low poly and low res textures - some of the details on a particular part of the creature can be in debate. You can make a part more rounded - some then would say it's not faithful. Make it blocky, and can get "the original skin meant to fake it being rounded". (know this doesn't apply to the skins, but I mentioned it as you can fake things via normal mapping)

                            So best route to go, make what you feel is correct. Then take what others say and consider their suggestions. However if you have any slight disagreements with - don't apply it. It's your design, taking suggestions and feedback from others is needed - but if it's going to result in you hating the design, stick with what you have.

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                            • #44
                              cant have put it better myself... and I didn't! all so true!

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                              • #45
                                If anyone could possibly try to find a way to contact Fragger, I could release some of these modified skins. They really have been reworked almost beyond recognition from Fragger's original skins, but I still won't release them since his skins were used as a base. The Soldier skin actually uses nothing from the reforged skins, but I just wanted to show it anyway... Many of the details don't show up in these screenshots that appear in the game, and the lighting in qrack doesn't make them as fancy as DP screenshots - but I'm sure everyone gets the idea...

                                Classic Ogre, using part of an extremely reworked Fragger skin:



                                One of Fragger's soldier skins completely reworked:


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