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Quake Reforged Project
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As you all may have understood from here http://quakeone.com/68506-post341.html , we're not going to actively dissuade you from creating skins from our screenshots
Btw, citing the source would be cool (and clear for the occasional reader), as 113 well did here http://quakeone.com/forums/quake-mod...5515-ogre.html , also in his own thread
@king hazza: we've yet to see about Quoth but from what you said seems easy to tweak the enforcer a bit. Could someone link us some references?
@smoketetsu: we like Fragger's skins too.
@Ranger: don't worry, we try to make more versions right to please more tastes, including ours.
Last but not least, three new skins are coming your way with their relative downloads... just the time to update the site. Guess what?^Last edited by Nergal; 05-13-2010, 06:10 AM.
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
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I like to say that your job is brilliant.
I am impresed with your work.It's nice to see fresh breath in quake.
There has been many attempts to recreate the quake universe, but nothing ever came close to your work.
The Dark Places + Rygel + your skins combo gives quake a completly new experience.
Keep it up ... and thank you in advance.
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Hi guys,
reading your thankful words always reminds me how much we're in debt, for the support and advice! This is really a fantastic community to be part of.
@brainstorm: there's a lot of other great engines out there, darkplaces and Qrack are good examples.
To be honest, rygel's textures are really good, so our unique choice was to try to match that quality
Zombie preview (alternative version):
Attached FilesLast edited by Nergal; 05-14-2010, 08:24 AM.
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
Comment
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Hi there
I would like to know what kind of software do you use for making such realistic textures.
Some kind of a tutorial which explains your workflow would be nice.
I think that your job is exelent but there are many more artists from the comunity that have the skills but doesn't know where to start.
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Hi brainstorm,
the way quake skins are UVmapped is at the same time the major pro and con:
1) you have only a front and a back, instead of several parts of the body, so you can easily paint upon the uvmap.
2) you can't avoid ugly stretches in the skin and the normalmaps can't be generated in a efficient way.
That said, you may enterely avoid modelling softwares and concentrate on GIMP or Photoshop, 99% of the time you don't need anything else.
Sometimes Zbrush may come in handy, but you can also use Sculptris (free) and the fake lighting of photoshop.
Personally, we do a bit of redesign for the skins, so you need also a rough concept art to start with.
It would be really nice to have other 'afecionados' working on quake. Its theme is very inspiring if you make a bit of research about what monsters are supposed to be.
No more than 2 minutes of work in Sculptris:
Quake Reforged
Retexturing and Reskinning project for Quake, Scourge of Armagon and Dissolution of Eternity
Downloads:
SoA skins
DoE skins pre-release
Comment
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(where did my post go?)
AWESOME Zombie guys- that's what I'm talking about!
(I think, you should take the teeth below his chest and use some drag/distort tool to twist them so they face each other like ribs- add a lumpier, more torn/frayed and redder texture for his stomach and between his ribs- and move the 'eyes' on his chest up to his eyes (very mummylike then)!
A few notes though;
1- I would alter the gloss effects on him a bit- tone it down a fair bit (except his stomach) but also make the gloss cover his whole body (as if he were recently submerged in water, mud, moist soil etc). THAT would look awesome.
After all most of the times we see the zombies they're in a pretty dank environment or actually DID just pop up from the water! That would be freaky seeing so many glistening dead guys popping up from the mud!
2- be careful with the black gaping mouths (on the zombie's shoulders- and the second-version scrag) because against the extreme detail of the monster and the RT lights it really stands out as a painted texture, unless it's either smaller, faces lower (and the light would not hit) OR, like the main scrag, had some not-quite black tones inside the mouth to give the illusion that there IS something inside disappearing into black.Check out my awesome Deviant art page!
Quake fanart (obviously included)!
http://harry-the-fox.deviantart.com/
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Love that zombie!! Darkplaces is a great engine and the quality you've put into Quake Reforged is beyond words.
Originally posted by Nergal View PostHi guys,
reading your thankful words always reminds me how much we're in debt, for the support and advice! This is really a fantastic community to be part of.
@brainstorm: there's a lot of other great engines out there, darkplaces and Qrack are good examples.
To be honest, rygel's textures are really good, so our unique choice was to try to match that quality
Zombie preview (alternative version):
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