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I like the newer versions too- face is the right shape.
And the grunts ARE humans! They're humans who had their brains re-wired with implants to make them drooling, hyper-aggressive moronic slaves. Every time they kill someone their implants send signals to their pleasure centers and give them a fix of ecstatic sensations.
As we should all know from reading the manuals- same reason the Vores are actually MALE. (which I find creepy- nothing like androgynous monsters with a killing streak!)
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nice work w/ the grunt skin... i really like the armor, dont really care too much if the helmet size is a lil small, the reality is the work you guys are doing is freaking phenomenal just wanted to show some appreciation. its crazy how the more skins you guys give us the harder it is to wait for more! keep it up
Yeah- I don't think there are many left that have not been released in multiple perfect flavors, or pretty much good enough for release (cough, Zombie, Knight, Dog, DeathKnight, Ogre cough cough).
All that is left that has been hidden from our attention recently (and thus I assume are under works maybe) are the shambler, Fiend, and Chthon I think.
Next stop after that....
The cool part is, the vast majority of expansion and mod villains use the same base models as other, often plain Quake enemies (notably the enforcer) and would actually look great in some of the alt skins you've already made! Some enemies partially use the exact same models as others too, and need only a bit of cut-and-paste from alt-models. Most don't need much attention at all IMO (phantom swords).
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That newer grunt skin does look better! His face looks less bloaty it was almost like he ate something that he was allergic to and his face blew up.
Personally for expansion and mod villains I'd prefer they didn't do the copy and paste routine too much if at all. Instead doing alt-skins in the same theme. But if they felt this was too much work for them I would understand.
Personally for expansion and mod villains I'd prefer they didn't do the copy and paste routine too much if at all. Instead doing alt-skins in the same theme. But if they felt this was too much work for them I would understand.
Yeah I phrased it badly. But I meant that with the Eddie from Quoth, he mixes the Armagon body with a Super-nailgun plus a totally new arm. If you had, say, an unreleased alt skin for Armagon, you could use that mostly...
(I have no idea if it's easier to do alt-skins based on an existing mesh or create skins for a whole new mesh- if it is, there ya go).
But I am saying- the bright Green enforcer, the Yellow enforcer AND the white enforcer would be perfect for the Quoth Defender, Pyro and Eliminator respectively (then again, if we could find a way to change the filename to the new monsters, it might possibly still work anyway).
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Dunno if this has already been covered but, these 1996 Quake models
DO NOT do the reforged project justice.
I mean, ingame it looks like a 4096*4096, speculared, normaled, texture on a 50 poly model.
Make 5000 poly model replacements!
Also, I really like the alt Shub skin - very similar to the original
I wish the same could be said for the other skins
I personally find most of the skins a step forward from the original (keeping in mind that back in the day there was only a quick, arcadey style because detail simply didn't exist back then.)
Hence why all Strogg in Q2 have a punch of random cables connecting their joints- anything else wouldn't look like anything.
I mean, hardly anybody actually knew the Shambler was covered in hair, had any idea what its feet looked like, and could hardly tell that it didn't actually have hands (instead paws with two thumbs and a single finger).
(also, for an example of how it would look like, check out my Deviantart link- cough).
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Really? It always looked like two fingers and a single thumb to me.
I know, I only realized when I looked at the model for a bit- but whole paw is symmetrical and the 3 fingers all flex in from the opposite sides.
Oh, by the way guys- I just had an awesome idea- would it be possible to make an animation for Chthon's mouth so that it gapes open and close?
(makes it look more like its alive, and makes it more clear its got a mouth instead of a burning surface on its face).
Even a simple effect might do the trick...
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I know, I only realized when I looked at the model for a bit- but whole paw is symmetrical and the 3 fingers all flex in from the opposite sides.
Weird. I never noticed. I was going off the papercraft model I built, but it's not animated (obviously) so I couldn't tell.
See here: Captin Nod's Paper Models
Nice work- strangely the papercraft actually helped me figure out the form a lot too- it makes a huge difference when the object is in the real world and subject to lighting instead of a 1995 game!
Very awesome stuff!
Check out my awesome Deviant art page!
Quake fanart (obviously included)!
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