Announcement

Collapse
No announcement yet.

My secret project revealed

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by MadGypsy View Post
    A cylinder? Thats the Ranger man. Look, I know that I can't hold a candle to some of the guys here, but a CYLINDER!?
    I'm certainly not evil. I thought it was a cylinder because you posted a cylinder.

    Slap me with a fish for thinking it wasn't a cylinder except, well, you kinda posted a cylinder.

    Anyways, you are in good hands with goldenboy. What you are doing will probably be obvious as it progresses, methinks your screenshots perhaps may not reflect correctly on your intent.

    /Exits stage left. Or right. Or through the crowd. Hey, look a nickel! And while everyone is distracted looking for the nickel, no one notices I vanished into thin air.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #17
      Ah I see your point. You were claiming that it was a cylinder because of the shape, but you didn't take into consideration the skin. Cause if you did take into consideration the skin, it would have been completely obvious to you that that is the Quake Ranger.

      I assure you that my screenshots ABSOLUTELY reflect my intent, which is to make a model that completely redefines the boundaries of what we know to be a Quake model.
      http://www.nextgenquake.com

      Comment


      • #18
        Originally posted by SplitterFace
        oh wow, thats amazing gypsy
        Isn't that so much more rewarding than picking apart minuscule details? Like, that made me feel good...ya know. And feeling good about myself is what is going to bring this model to the next level. You can now claim that you played a part in the amazingness of my art. I can in turn thank you for that.
        Last edited by MadGypsy; 08-26-2012, 11:03 PM.
        http://www.nextgenquake.com

        Comment


        • #19
          OK, well at this point, not only have I probably run my lil joke/gag into the ground but I have also practically finished the base mesh. I would like to say that trying to model the way I did it to maintain my lil joke was a super pain in the ass. I would normally block out the whole model and then start adding detail. Starting with a cylinder with 16 segments sucks.

          Everything is still all F'd up. The UVs are a mess and the entire model probably needs to just be trashed. I am a glutton for punishment and I will probably work with what is there. However, I wont be finishing this tonight. I have to go to sleep.

          Here is the models current state



          Thanks to everybody that visited my retarded thread. I actually didn't have any intentions of bringing the model past the cylinder, but as people kept commenting I figured I would milk it for what it's worth.

          @Baker - all that stuff you posted didn't effect me at all (other thread) and I wouldn't spend 5 seconds thinking about it.
          http://www.nextgenquake.com

          Comment


          • #20
            not bad, keep at it. Proportions are hardest to get right. Youtube has some good tutorials on animating walk cycles.
            Scout's Journey
            Rune of Earth Magic

            Comment


            • #21
              It looks great BUT I think his thumbs are 2 pixels too short.

              Comment


              • #22
                I hope you don't mind, but I took the extreme liberty of doing a paint-over of your original mesh. I think I worked out a way of fixing the deformation issues you described. This may blow your poly budget, but it will give you an amazing range of movement with little texture stretching. With this you should be able to get a full range of facial movement as well.

                The only real downer I see is that you may have to re-bake your maps, and might even have to re-uv map. Man, that would suck at this stage.

                Dude, you were born before your time. I mean, the new mesh is OK, but don't throw away your principles due to the limitations of modern technology. I'm sure I speak for all of us that we would consider this the reason to upgrade to that top-level GeForce card that we've been putting off due to children's birthdays, wedding aniversarys and other unimportant stuff.

                Comment


                • #23
                  Originally posted by Tea Monster View Post
                  I hope you don't mind, but I took the extreme liberty of doing a paint-over of your original mesh. I think I worked out a way of fixing the deformation issues you described. This may blow your poly budget, but it will give you an amazing range of movement with little texture stretching. With this you should be able to get a full range of facial movement as well.

                  The only real downer I see is that you may have to re-bake your maps, and might even have to re-uv map. Man, that would suck at this stage.

                  Dude, you were born before your time. I mean, the new mesh is OK, but don't throw away your principles due to the limitations of modern technology. I'm sure I speak for all of us that we would consider this the reason to upgrade to that top-level GeForce card that we've been putting off due to children's birthdays, wedding aniversarys and other unimportant stuff.

                  As if I would buy from Team Green
                  Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                  Comment


                  • #24
                    I really like how this is one of the more *faithful* models I have seen for Quake. Please don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake. And I know that because I have a Quake-related blog.

                    Keep it real.
                    Scout's Journey
                    Rune of Earth Magic

                    Comment


                    • #25
                      forgive me for being naive but it looks like the same quake model
                      Rambo[RuM]
                      I support:
                      Quakeone.com ..... of Course!
                      Qrack - Thank You r00k
                      Yayo Industries - Thank you frenzy
                      Zero CTF - Thanks mono

                      Comment


                      • #26
                        Originally posted by golden_boy View Post
                        Please don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake.
                        Maybe not but that's an interesting idea.

                        A Shambler is sitting around peacefully, reading "Where's Waldo" and his facial expression is "Concentrating Intently".

                        Meanwhile, an Ogre encounters a door handle and doesn't know what to do and his facial expression is "Puzzled".
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #27


                          "i am retarted, hug me"
                          ^^ just a little joke!!!
                          nice advance!!

                          will you use HD textures in the future?
                          the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                          syluxman2803

                          Comment


                          • #28
                            This shit sucks...



                            No really, its nice. Good WIP, keep it up

                            Comment


                            • #29
                              This shit sucks...
                              It was never meant to get past the first pic. I know how to model. Maybe not anywhere near as awesome as Tea Monster but definitely better than this garbage.

                              "i am retarted, hug me"
                              LOL! I thought the same thing!

                              Please don't listen to Tea Monster, stuff like facial movement absolutely isn't Quake./// not bad, keep at it. Proportions are hardest to get right. Youtube has some good tutorials on animating walk cycles.
                              I'm not rigging a face for this POS! LOL! I did however already stretch out the torso and tweak some other proportions. If you notice, there is no reference. So essentially I used the most retarded modeling technique ever and created it "in the dark". If I actually do any animating of this, Imma just bind an armature from a previous model that already has animations for stuff like walk/jump.

                              It looks great BUT I think his thumbs are 2 pixels too short.
                              Psssh, what do you know...(lol)

                              Originally posted by Tea Monster
                              the posted image
                              {reverts back to self that is a complete moron} - Oh wow that is a lot more involved than my first model. Could you show me how to make that run? I was weight painting forever and I couldn't get the legs to move right.

                              forgive me for being naive but it looks like the same quake model
                              LOL!

                              ----------------

                              This was a fun little thread for me. I hope you guys laughed as much as I did (which was a whole lot). It was maybe not the most productive Sunday, but it felt like a real day off.

                              Gypsy
                              http://www.nextgenquake.com

                              Comment


                              • #30
                                I wanted to share something with you guys. I can "say" that I can model way better than the model this thread was created for, but talk is cheap. I have been modeling in blender for 4 years. here is an example of when I'm not making jokes. No z-brush (or anything other than blender for that matter). This is sheer vertex manipulation and a little bit of the sculpt tool.

                                This model is also not complete. It has an entire body but there is still a lot of sculpting to do below the pectorals all the way to the feet. There are a few poles, but in all the 4 years I have been modeling, I have yet to find away around them. Another subdivision would make the poles inconsequential if they aren't already. The intent of this model was to bake the normals onto a lower poly mesh anyway.




                                An experienced modeler may notice that I don't pull the arms straight out of the shoulders. I see that being done a lot and it seems wrong to me. In a relaxed position all of my edge loops would have proper designation (ie...horizontal edge loops would be horizontal, re: for verticals). Pulling the arms straight out of the shoulder would make vertical edge loops horizontal when the model is in a relaxed position.

                                Anyway, I'm not a noob, this thread was just some Sunday fun.
                                Last edited by MadGypsy; 08-27-2012, 12:23 PM.
                                http://www.nextgenquake.com

                                Comment

                                Working...
                                X