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Vore 2013 by Sergio Mengual

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  • #31
    wows thats some truely amazing modelling
    i always imagined the vore as a female monster too myself


    i agree with a couple people here too though about that she looks more like doom3-style rather then quake-style though.

    the breasts are a nice touch, i really like that it makes her more obviously female, but the head i do not like. the "weird faceless 90's" is not so much 90's style, it is typical lovecraftian style to have weird bizarre anatomy and face-less creatures.

    so the fact you did give her a face and made her more human-looking im not much of a fan of cuz it derives to much from the original design. the rest looks brilliant though and i absolutely loove the rest of the model, but i think it would be nicer if it was a faceless creature with nothing more then a big mouth, which is typically lovecraftian.

    and also the pale skin of that other model i also dun like much, would prefer if it matched the original. pale white makes it look like its some kinda zombie-thing, which the vore most definitely isnt

    anyways, of course peoples interpretation of monsters differ, sometimes a lot.
    so im not saying your model isnt good or such, on the contrary, its brilliant.
    but i personally wouldve chosen to keep it more close to the original model and not have given it a face
    .
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    • #32
      Originally posted by golden_boy View Post
      There is an official IQM exporter for Blender, so you could do

      3DS Max -> (some common exchange format) -> Blender -> IQM -> Quake

      Alternatively you can use a program called Noesis

      3DS Max -> (some common format) -> Noesis -> IQM -> Quake

      Pretty sure all the Darkplaces fans will be glad to help you.

      Seor Casaroja's Engineering Oasis

      Inter-Quake Model (IQM) Format
      Thanks Golden Boy I will donwload and try it.

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      • #33
        Originally posted by talisa View Post
        wows thats some truely amazing modelling
        i always imagined the vore as a female monster too myself


        i agree with a couple people here too though about that she looks more like doom3-style rather then quake-style though.

        the breasts are a nice touch, i really like that it makes her more obviously female, but the head i do not like. the "weird faceless 90's" is not so much 90's style, it is typical lovecraftian style to have weird bizarre anatomy and face-less creatures.

        so the fact you did give her a face and made her more human-looking im not much of a fan of cuz it derives to much from the original design. the rest looks brilliant though and i absolutely loove the rest of the model, but i think it would be nicer if it was a faceless creature with nothing more then a big mouth, which is typically lovecraftian.

        and also the pale skin of that other model i also dun like much, would prefer if it matched the original. pale white makes it look like its some kinda zombie-thing, which the vore most definitely isnt

        anyways, of course peoples interpretation of monsters differ, sometimes a lot.
        so im not saying your model isnt good or such, on the contrary, its brilliant.
        but i personally wouldve chosen to keep it more close to the original model and not have given it a face
        Thanks Talisa.
        Im not sure about the texturing yet. Perhaps I will make an remake of the anterior scheme. Or made some change in the color of the skin. But the sure will be the bloody look like ever.
        Greetings:
        Sergio.

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        • #34
          good job.
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          • #35
            The only problem I see with this model is, there are no other monsters of this detail. Even if you took the highest poly stuff out there for Quake, none of it will look right next to this Vore.

            One other thing is, what is the poly count on this thing. This is like a movie grade model. You definitely have your work cut out for you on optimizing this thing down to a video game grade amount of polys, without losing much of your rich detail. You are going to have to rely a whole lot on your texture. Luckily, ambient occlusion is your friend.
            http://www.nextgenquake.com

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            • #36
              One other thing is, what is the poly count on this thing. This is like a movie grade model. You definitely have your work cut out for you on optimizing this thing down to a video game grade amount of polys, without losing much of your rich detail. You are going to have to rely a whole lot on your texture.
              In a word:

              Normal maps.

              ok, that was 2 words.
              Scout's Journey
              Rune of Earth Magic

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              • #37
                Originally posted by MadGypsy View Post
                The only problem I see with this model is, there are no other monsters of this detail. Even if you took the highest poly stuff out there for Quake, none of it will look right next to this Vore.

                One other thing is, what is the poly count on this thing. This is like a movie grade model. You definitely have your work cut out for you on optimizing this thing down to a video game grade amount of polys, without losing much of your rich detail. You are going to have to rely a whole lot on your texture. Luckily, ambient occlusion is your friend.
                The target model that will receive the details of this sculpted Hi-poly count model, have in total 4060 polys, and 4030 vertices.
                And this includes 2 esferes for eyes and theets...I can reduce a bit more the poly count, exactlly in the teeths I know.

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                • #38
                  Vore-Vag just ruined my childhood.

                  Great model though! Really it looks like a Doom 3 model like some others stated.

                  Keep making models!

                  Why does the vore have a vagina? Shouldn't the Shambler have big furry/feathery/leathery ballsac then to go with his giant shambler shaft? Why is there such detail needed in a model? Does the vagina serve a purpose or did you just want to ruin some childhoods?

                  I'd like to see the mouth modified to be less human looking.
                  Last edited by Phenom; 08-06-2013, 01:07 PM.
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                  • #39
                    Normal maps aren't an ideal solution, especially if this is 4030 polygons. That would be like 8060 polygons due to the 2 passes being made. 1 for the mesh and then for the normals.
                    http://www.nextgenquake.com

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                    • #40
                      Wheres the download link? im ready to gib this bitch!

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                      • #41
                        Originally posted by MadGypsy View Post
                        Normal maps aren't an ideal solution, especially if this is 4030 polygons. That would be like 8060 polygons due to the 2 passes being made. 1 for the mesh and then for the normals.
                        Haha!!Take Patience until you see the low poly model textured.
                        This is not the 1st low poly Model I made using Normal maps
                        And this have only 5k polys...Anyway, in hte chase of the Vore, Im sure I can scale down a more the poly: I think I can maintain it in 3500 polys,and this will continue looking good.
                        I just made similar things for my clients.

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                        • #42
                          Originally posted by west_dragon View Post
                          Haha!!Take Patience until you see the low poly model textured.
                          This is not the 1st low poly Model I made using Normal maps
                          And this have only 5k polys...Anyway, in hte chase of the Vore, Im sure I can scale down a more the poly: I think I can maintain it in 3500 polys,and this will continue looking good.
                          I just made similar things for my clients.
                          Sorry, this is the low poly model I want show you:
                          Attached Files

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                          • #43
                            Originally posted by JDSTONER View Post
                            Wheres the download link? im ready to gib this bitch!
                            Im not finished this yet.
                            Like I said to others, I dont like money, but, the people that click Like in my video and suscribe, will be the first in receive the link when ready.
                            This helps more than any sum of money.
                            I want to all know my art.
                            I want all the Quakers not become sad for the retirement from id of others masters, like Mc Gee, or Adrian Carmack..haha!
                            (I want too much in excess??).

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                            • #44
                              @west_dragon - You are a super talented guy!

                              The problem with normal maps is performance. Just turning normals on in ex DP is an fps crusher. And what if someone doesn't turn normals on? Then what are they going to see?

                              I'm not an established professional but I've been here long enough to have an idea of what you should consider. Normal maps arent ideal because of performance and the sheer fact that someone might have them turned off (because of performance)
                              http://www.nextgenquake.com

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                              • #45
                                Baking high poly models to normal maps is actually standard procedure. It's what I'm doing in my game as well.

                                What drives DP performance down is the realtime shadows, not the realtime lights. Hence what I do is combine shadowless realtime lights (for prettier normal/specular look) with precomputed lightmaps and deluxemaps (for performance).

                                Look up deluxemapping sometime.

                                Put this in a testmap with just a few lights, it will perform just fine.
                                Scout's Journey
                                Rune of Earth Magic

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