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  • Really nice one there!

    I suggest for your next subject a Quake enemy that could be improved upon by your style vastly. The Tarbaby is the least detailed of all the Quake models IMHO. I would be curious what you would do with it.

    Comment


    • looks great!
      cant wait to see this badass ogre in-game <3


      my vote for next enemy-model would be the death-knight,
      its one of the few enemies which has never been remade by anyone

      shambler has been remade a couple times already
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • Comment


        • Plus one for the Death Knight as badass medieval evil knight you can make your imagination run wild.

          While the tarbaby has never been remade, it is also a quite rare enemy and hard to enjoy since it dies or kills you so quickly...
          Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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          • @ezzetabi
            the tarbaby has actually been remade, by ruohis



            ruohis' site is down, but i've uploaded the tarbaby here along with other monsters ruohis has made:
            Ruohis Monsters -Dropbox
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

            Comment


            • I do hope you will consider finishing the Ogre and starting on another model as your time permits so we can play them in game! You make damn great models!!

              Comment


              • I kinda like the idea of giving the Ogre a satchel for his grenades and animating him throwing them rather than shooting.

                I mean his little grenade launcher thing is pathetic looking and realistically you should be able to pick it up after he's dead.

                BUT.

                Is it not till level 3 you get the launcher at the start? And level 2 is the first time you see ogres. It would mess things up, but kinda makes more sense that he only has a satchel of grenades he drops.

                It probably messes with things too much though. Would need to change firing sounds and perhaps the trajectory of the grenade so it looks thrown.

                I guess it depends how easy I find animating. I can provide a heap of alternate animations and they can be added when people get a chance.

                I'm going to make another version of the Ogre with a big rough looking metal helmet that has horns and also an axe + shield. Like that old pre release screenshot.

                What's the best choice for model Formats? I'd prefer a skeletal based format for subtle control over independent torso and head movement. Head tracking and feet planted onto surfaces.

                Comment


                • if you wanna go skeletal, darkplaces supports IQM:
                  Inter-Quake Model (IQM) Format

                  DP also can use skeletal animations with independably moving of limbs using MD3,
                  as nahuel showed here: http://quakeone.com/forums/quake-mod...aces-only.html


                  about different animations: maybe you could add them AFTER the normal animations?
                  then the model would be compatible with normal quake but it can still have the additional animations added with QC.
                  the ogre originally has 147 frames, so you'll still have just over 100frames to use for additional animations
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • You have a great idea with the satchel!

                    Variety is always welcome IMO!

                    Comment


                    • Animating everything at once wont really make any difference. You can always just remove any frames the original model didn't have, or the engine will only load what it needs by the names.

                      I messed about with the Shambler model for a few hours yesterday.

                      I still don't know exactly where to take the design, but i did get the teeth looking pretty good, and then for fun i just added a heap of random stamp and stencil details and then it actually started to look pretty cool.

                      Its a seriously rushed sculpt, like maybe 2-3 hours, but in the end it looked kinda cool, so i decided to add some blood splatters and specular highlights and the results were a lot better than expected.

                      I like the head and the teeth, but ill probably go a much different direction everywhere else.

                      It's given me some ideas though.

                      <pic deleted, check newer posts>
                      Last edited by s13n1; 01-24-2015, 08:59 AM.

                      Comment


                      • Hey!

                        Firstly, lovely looking models.

                        A couple of questions,

                        What programs do you use to make/produce these in?

                        Could you give us a run down of the process you use to create them?

                        How do they look in game, in comparison to how they look now?

                        I would like to think they look the same but I would not know.
                        Username : Atomic Robokid on Steam

                        Please check out my Quake made things:

                        https://www.indiedb.com/games/run-over
                        https://adam-freeman.itch.io/hazard
                        https://adam-freeman.itch.io/diver
                        https://adam-freeman.itch.io/beyond

                        Comment


                        • Lighting and resolution will be the biggest factor in how they look in game.

                          Texture resolution will dictate how much of the finer details are retained, so it will take some testing to find the right balance between detail and attractiveness. Higher resolution and more detail doesn't always mean better looking. It may be too detailed and have some strange aliasing effects.

                          The lighting in game should be pretty good i think, as game engines are getting better and better. The biggest advantage a game engine has is speed, and the speed is down to using normal maps to fake the detail that's produced here by a lot of polygons.

                          I'll be making low poly meshes that the high details will be baked onto. The higher poly these are, the better the details will look, but when i say high poly, i mean only around 2000-3000 polys. Probably a lot less. The original models are 3.5 million, sometimes in the tens of millions before i retopologize them, which optimizes this count a bit.

                          The program i use is MudBox. Its brilliant. I was lucky enough to have a friend hand-me-down an old copy many years ago, but i never started using it till around the start of last year. Once i really started getting into it, i upgraded to 2014 and have since upgraded again to 2015.

                          Its a very easy program to use, the interface is intuitive and the performance is great. I have 16gb memory and a gtx 970 4gb and it handles 15-20 million poly models well enough that i can edit them with no problems, but i want to get another 16gb of memory soon. I would love to build a machine that was tailored for this kind of editing, but i simply can't afford that luxury.

                          My process to create a sculpt is pretty simple. I've done a lot of CryEngine map editing, so modeling this way feels really at home for me. I tend to stick to the basics and only use a few different tools. I like to think that by hand sculpting a lot of the details yourself you get a much more random, organic look. Sure it makes hard surface stuff very difficult, but for serious hard surface work you would make the base surface in Max and then add fine details in mudbox.

                          Zbrush has an advantage with the system it uses, as you can add to the model with shapes easily. By that i mean, you could place a sphere or cube over a part of your model and add that to the mesh instantly, making it easy to add hard surface details, such as body armor, robotic parts etc. In mudbox, you can do similar things with customs stamps, but i dont think its quite as easy. Mind you, i still think if you want the best results, you would make your hard surface stuff in max and save the organic stuff for mudbox. The two programs can communicate and you can send your model between them to do work on it in each program.

                          Download the mudbox trial and watch some tutorials. I promise that if you have even a bit of modeling experience, you will produce good results in just a few days.

                          It still requires lots of hard work, its not a magic program that produces amazing results with little effort. The more you put in, the more you get out.

                          I wish i started learning how to use it 3 years ago, i'd be a lot better then i am now. I used to be a mapper and texture person, but im quickly becoming obsessed with modeling. I'm loving it.

                          I also recommend checking out 3DCoat, as its an amazing program and is great value. I wish i had learned to use that first, as it has a lot of very useful features and is a bit of a cross between mudbox and zbrush. But mudbox is still hands down the easiest of the bunch.

                          I'll be using 3Dcoat for retopology, but mudbox all the way for sculpting and textures.

                          Comment


                          • I decided to tweak it a bit to make it look better. The proportions were a bit off.

                            I deleted the last pic as it was a bit goofy looking.

                            shambler experiment by Doom 64 HD, on Flickr

                            Comment


                            • thats one freaky looking shambler!
                              looks pretty darn awesome <3

                              normally i much prefer the furry look over skin,
                              but you made the shambler look epic with leathery skin like the original description from lovecraft mythos
                              .
                              are you curious about what all there is out there in terms of HD content for quake?
                              > then make sure to check out my 'definitive' HD replacement content thread! <
                              everything that is out there for quake and both mission-packs, compiled into one massive thread

                              Comment


                              • This is the best model/texture work for i have seen here for ages (since REFORGED that looks like a dead project)! Please continue!!

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