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  • #16
    4? That's going a little "Total Recall". Make it 8.

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    • #17
      Originally posted by Ruohis View Post

      the texture is still a bit rough on the edged, uvw mapping could be better but at least it looks like it ran away from quake now
      also modified the legs a bit from the last image, they looked a bit too fat..
      Cool! You fixed the diaper issue as i can see, also her teeth are lovely.
      Modding like it's 1999! HELL YEAH!
      Operating Engine: Engoo
      QuakeC Compiler: vqcc.exe

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      • #18
        WOAH!
        These are fantastic!
        I can really only nitpick the slightest things here!

        1- Shamblers are perfect! Just fix the teeth- you need reduce the length of the upper teeth on the sides of his mouth a little- so it looks more natural (teeth aren't equal length). And if possible, make them curve or face inwards a bit as they kinda poke outwards in a straight line.
        Otherwise, absolutely positively everything else about him is perfect! The shape, how you knew the fact that claws are NOT humanoid hands (instead, they are the way they're supposed to be- like alien mits), the fact that he takes a clearly non-humanoid shape- everything! It's just the teeth that need work.

        2- Rotfish's eye needs to be a little closer to the front of the face

        3- Vore's head shape is perfect- though I'd probably replace the evil red eyes on the sides of his face and have a few arachnid-looking eyes on the front of his face, even running up his head. (yes guys, this thing is actually male- manual sez so).
        Also, I reckon it would be better if his fat hips simply slimmed towards his shoulders more directly, instead of having a super skinnier waist in between them- as his upper half and lower half are both quite brawny.
        Check out my awesome Deviant art page!
        Quake fanart (obviously included)!

        http://harry-the-fox.deviantart.com/

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        • #19

          great idea, actually looks better now also added more detail to the model, don't know if it's apparent in this rendering, about 20-30% more polygons, and yet tried to keep it from getting too round and smooth. there also was a lot of useless polygons in the claws, clened them up a bit


          actually now the eyes look the way i planned originally. also a bit here from the backside, you might see the distortions in the texture and rough cuts...
          ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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          • #20
            %�#%"�"# the dog is a Rottweiler and not a Doberman#"�# well, at least i got some practice
            ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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            • #21
              Ah yes!
              The Shambler looks fantastic!
              (I think the last touches are to slightly off-color his teeth and toenails with a bit more bloodyness and its ready to roll!)

              The Vore's also looking fantastic! Although I still think he definitely needs fattening up along the waistline

              Looking forward to seeing this completed!
              Check out my awesome Deviant art page!
              Quake fanart (obviously included)!

              http://harry-the-fox.deviantart.com/

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              • #22
                modellin progress:



                after many attempts i'm finally happy with the rottweiler model, except maybe the ears, really hard to get a good feel without the textures, one of my concerns is how it will fit in the game, since the original model is a lot different, basicly it's standing on straight legs and has it's head facing forward..

                then the knight, looked at the one i had from two years ago and deleted that, stared this new one, not quite happy with this one yet, used the original model as reference for dimensions and the original texture in trying to figure out witch part of the armor is worth modeling. I'm not sure about the shoulder pads.. at the moment they seem like they are part of the armor, but in the texture it's more like they are some seperate pads on top of armor...

                please post some comments and suggestions

                ah, and for those who are wondering, i had actually forgotten about one model I made
                using my own armor model and hand from the v_axe (to get the feel that everything belongs together) i had this laying around the hard drive:
                ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                • #23
                  Is possible to apply quake reforged monster textures to those models?

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                  • #24
                    nice models rouhis

                    they all look real good...has ooppee got any animations going?

                    id love to see some ingame.


                    props.

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                    • #25
                      Haven't had them sent over yet. So I am assuming he's still applying touches to the models themselves before animation.

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                      • #26
                        regardin the reforged textures it would complicate the texturing of the models since the original quake models the reforged textures are based on are so simple, would be hard to fit all the specific details inside the same textures. basicly some skilled texture creator could slice and dice them and create some similar looking ones that would fit the new models.

                        and the animation. basicly it's pointless to start animating a model before the actual model is done, the texture cordinates and textures are easy to modify once the model is completed even if it is animated. the scrag is animated and textured, just need to tweek it a bit, could upload a test version for bugchecking tomorrow if i have the time
                        ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                        • #27
                          Animate?

                          I think I might have an alternative:

                          You *might* actually be able to program your models so that the various joints (forearm, foot, fingers etc) correspond to those in the original monster's models, and simply follow the motions of the original animation?

                          Sorta like how CGI movie characters are programmed to follow the movements of an actor with motion-sensor equipment, or sorta like what Valve did in their Half-Life game (their monsters were a simple block skeleton that was animated, with a second, detailed model hiding it and following the movements.
                          Check out my awesome Deviant art page!
                          Quake fanart (obviously included)!

                          http://harry-the-fox.deviantart.com/

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                          • #28
                            Setting something like that would me alot more work than simply making your own animation.
                            The Q1 models use vertex animation - using Motion Capture - uses skeletal.
                            So would have to convert the vertex animation into skeletal (basically re-doing the animation anyways as otherwise you'd have a "bone" for each vertex on the model instead of a "proper" skeleton) - then taking the SAME skeleton and using it on his model.
                            The last step alone can cause many issues alone as his model would need to have the same measurements and also "deform" in the same spots as the original or else you'd get some VERY bad issues (like the monsters hand being a foot below the wrist ect)

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                            • #29
                              well actually what i meant with animation in this context. animating a skeleton and rigging it to the model, this beeing the part that i'm not experienced with
                              I actually have a fully animated original quake ranger model for 3d max, it uses point follow. I have attatched dummy boxes to key vertices like knees, elbows etc.. And built a full bone structure witch is then rigged to follow the dummy boxes. The hard part is matching the animation with the new model since the higher level of detail responds differently and is easily messed up.
                              Now if someone knows of a way to get the fully animated original models to 3D max, please tell. At least it could be used as a reference



                              here's the test version i was talking about
                              http://www.ruohis.com/stuff/wizard.zip
                              Last edited by Ruohis; 03-06-2011, 08:32 PM.
                              ::Ruohis.com :: Total Remodeling Progress :: Monster Remodelling Project :: New Player Model ::

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                              • #30
                                any more progress being made on these monsters?
                                totally love the pics on the first page, those look amazing IMO

                                i especially hope the rotfish and tarbaby get finished, since those are one of the few only enemies who havent been remade yet (and the knights/death-knights and ogres neither)
                                .
                                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

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