Hi guys, new member here.
I'm a long time Quake fan, and have come here to see if maybe i could offer some services.
I've recently started making some high poly models to brush up on my skills before i start making models for my full time project, which is a remake of the 1998 game Trespasser.
Dinosaurs are going to require some real top quality work, and i'm aiming for quality as good as the first film, so over the last month and a half i've really buckled down and learned all the basics that ive ignored for many years.
I started modeling back around 97-98 and used a very old version of Lightwave, maybe 5.6, im not sure. I never really did anything other than make low poly models and maybe once in a while created a basic scene and render them. I never learned how to UVunwrap a model properly, so my work was mostly untextured and just for fun.
Long story short, about 2 months ago i started learning 3DS Max by making 3D geometry for some high res textures i was making for Doom64. I was then rendering displacement maps from these for POM or tessellation.




I learned a lot about basic Max modeling from this and moved on to try making a weapon and some other random objects, before making my first organic character in Max, the Pinky demon.



I used the pinky model to learn how to UVunwrap it using a very cool program called Unfold3D. I then imported the mesh into MudBox to try out and after 6 hours of sculpting while learning how to use MudBox, i came up with this:




I was pretty blown away by how easy MudBox was for a complete noob to produce decent results, so after seeing the features in the latest version i bought the 2014 version immediately.
I'm now about 85-90% into my second sculpt attempt, and although this one gave me some real headaches at first, i managed to get the problems sorted and he's looking pretty cool.
This ones the Infantry form Quake 2.

Full size: (2560x1477)
http://farm4.staticflickr.com/3742/1...5459d6b8_o.png

Full size: (2560x1477)
http://farm3.staticflickr.com/2114/1...0a93e4e7_o.png
Obviously there's a bit of work left to do on the gun, and there is some more details i want to add here and there, but he's nearly finished. He is currently using the UV-less PTEX system and has an equivalent level of detail to a 2048 texture. Once the models finished ill retopologize a lower detail mesh and transfer the paint and sculpt layers over. Hopefully i can get him down to about 5-7500, but for really AAA quality, he may need to be 10-15000 to maintain all the finer details.
For my next model i wanted to make another id software character and i was thinking of a Quake 1 enemy. I was leaning towards the Ogre or Enforcer, but i thought i might pop in here and see if there is a model that has not yet been given the high-poly treatment and i might be able to make it for you?
I have no intention of doing animation at this stage. I will probably learn that a bit later on once i've got this process perfected. I have animated some of my models in the past with pretty good results, but its been a long time and ill have to learn from scratch using Max. Doesn't look too difficult from what i've seen so far though.
Anyway, let me know what you think, could be a good thing for everyone.
Cheers.
I'm a long time Quake fan, and have come here to see if maybe i could offer some services.
I've recently started making some high poly models to brush up on my skills before i start making models for my full time project, which is a remake of the 1998 game Trespasser.
Dinosaurs are going to require some real top quality work, and i'm aiming for quality as good as the first film, so over the last month and a half i've really buckled down and learned all the basics that ive ignored for many years.
I started modeling back around 97-98 and used a very old version of Lightwave, maybe 5.6, im not sure. I never really did anything other than make low poly models and maybe once in a while created a basic scene and render them. I never learned how to UVunwrap a model properly, so my work was mostly untextured and just for fun.
Long story short, about 2 months ago i started learning 3DS Max by making 3D geometry for some high res textures i was making for Doom64. I was then rendering displacement maps from these for POM or tessellation.




I learned a lot about basic Max modeling from this and moved on to try making a weapon and some other random objects, before making my first organic character in Max, the Pinky demon.



I used the pinky model to learn how to UVunwrap it using a very cool program called Unfold3D. I then imported the mesh into MudBox to try out and after 6 hours of sculpting while learning how to use MudBox, i came up with this:




I was pretty blown away by how easy MudBox was for a complete noob to produce decent results, so after seeing the features in the latest version i bought the 2014 version immediately.
I'm now about 85-90% into my second sculpt attempt, and although this one gave me some real headaches at first, i managed to get the problems sorted and he's looking pretty cool.
This ones the Infantry form Quake 2.

Full size: (2560x1477)
http://farm4.staticflickr.com/3742/1...5459d6b8_o.png

Full size: (2560x1477)
http://farm3.staticflickr.com/2114/1...0a93e4e7_o.png
Obviously there's a bit of work left to do on the gun, and there is some more details i want to add here and there, but he's nearly finished. He is currently using the UV-less PTEX system and has an equivalent level of detail to a 2048 texture. Once the models finished ill retopologize a lower detail mesh and transfer the paint and sculpt layers over. Hopefully i can get him down to about 5-7500, but for really AAA quality, he may need to be 10-15000 to maintain all the finer details.
For my next model i wanted to make another id software character and i was thinking of a Quake 1 enemy. I was leaning towards the Ogre or Enforcer, but i thought i might pop in here and see if there is a model that has not yet been given the high-poly treatment and i might be able to make it for you?
I have no intention of doing animation at this stage. I will probably learn that a bit later on once i've got this process perfected. I have animated some of my models in the past with pretty good results, but its been a long time and ill have to learn from scratch using Max. Doesn't look too difficult from what i've seen so far though.
Anyway, let me know what you think, could be a good thing for everyone.
Cheers.
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