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Graphics Discussion
2008-12-21, 14:16
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51 posts

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Sep 2006
Face animations would be a nice detail, but you would probaly not see them when playing deathmatch, maybe in demos running in slowmotion. But you could do it to get some real nice faces for the HUD (wad/face*).
2008-12-21, 19:52
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19 posts

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Mar 2008
Awesome model!

But it seems like some of the proportions are really weird. At first I thought that was a mistake, but now I'm guessing it's on purpose to more closely match the original Quake 1 model eh?
2008-12-21, 21:14
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86 posts

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Aug 2007
Guran: Yep!

bludshot: Yes, I know the proportions are completely messed up, I have and would never actually make a character model like this.
http://www.bendarling.net | http://www.reflexfps.net
2008-12-22, 07:39
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Feb 2006
Now someone fix hud model support in ezQuake
2008-12-23, 02:44
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Jan 2006
Yeah, with eyes moving side to side like in DOOM
2008-12-23, 03:43
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86 posts

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Aug 2007
Ok it's all 1 continuous mesh now (except the eyeballs), and they all use the same single texture.
The mouth has teeth (I sculpted them, so they have a proper normalmap etc.) and tongue that I'm sure I can have fun with in some animations hehe.

http://img72.imageshack.us/my.php?image=q1ranger02ly9.jpg

Now to texture the diffuse! Shouldn't take too long
http://www.bendarling.net | http://www.reflexfps.net
2008-12-23, 06:47
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Aug 2007
Here's an updated pic of the texture work in progress.
There's no specular yet, and the normalmap doesn't have the fine surface detail stuff I'm putting into the diffuse in it yet. Hopefully I can get the texture finished tomorrow. HOPEFULLY. I made the eyes glow like he has pent for now using an emissive map... just because it looks cooler (i think) than the weird white balls that were there without it hehe.

http://img386.imageshack.us/my.php?image=q1ranger04yr7.jpg
http://www.bendarling.net | http://www.reflexfps.net
2008-12-23, 08:33
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omg nice work Electro, love the eyes
2008-12-23, 08:42
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Oct 2006
electro! such a great job! nice birthday present for me
2008-12-23, 12:22
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Feb 2006
how do you do this that quick? that's impressive!
2008-12-23, 15:08
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Jan 2006
Wow. That's awesome. Can't wait for the animations
2008-12-23, 20:46
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86 posts

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Aug 2007
Zalon: yeah the eyes are cool! I'll need to make a "pent" version of the skin. Maybe with red veins and glowing eyes.
GODIS!: hah! happy bday dude
dEus: just practise I guess If you check my website you'll see this isn't the first 3D model I've done hehe
empezar: thanks! me too haha
http://www.bendarling.net | http://www.reflexfps.net
2008-12-24, 01:19
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Mar 2006
Holy Shi*!!!
https://tinyurl.com/qwbrasil - QuakeFiles
2008-12-24, 02:10
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215 posts

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Mar 2006
merry christmas to me merry christmas to me!
It Takes A Tough Man To Make A Tender Rocketjump
2008-12-24, 09:24
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7 posts

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Dec 2006
Electro, that is some very impressive work. The Quake1 scene really needs a skilled, professional artist like you. Please don't stop until your new Ranger model is a standard part of every Quake1 installation.
2008-12-24, 12:00
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344 posts

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Apr 2007
http://img235.imageshack.us/img235/2233/fte000019hb.jpg

http://img235.imageshack.us/img235/fte000019hb.jpg/1/w1280.png


this one was probably the best, it just needed the real ranger look. the rough face and big arms(quake3 ranger)
2008-12-24, 13:27
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Apr 2007
irrelevant.
2008-12-24, 20:48
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215 posts

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Mar 2006
trickle..... you appear lost....post it elsewhere.
It Takes A Tough Man To Make A Tender Rocketjump
2008-12-24, 23:22
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126 posts

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Oct 2006
purplehaze wrote:
trickle..... you appear lost....post it elsewhere.

hahaha, word.. trickle you're awake? :C
2008-12-24, 23:39
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Apr 2007
yeah I posted this early, just showing the good stuff to build up for the exciting md3 release.
2008-12-24, 23:49
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Apr 2007
GODIS! wrote:
purplehaze wrote:
trickle..... you appear lost....post it elsewhere.

hahaha, word.. trickle you're awake? :C

no need to frown, when trickle's around =O)
2008-12-27, 06:38
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357 posts

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Mar 2006
Eeek my head hurts!
2008-12-27, 11:34
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Jun 2006
This new ranger is great but too q3ish i think. The model looks like a clone of q3 model. As trickle saids, moo's model seems more faithful...

Good work however
2008-12-27, 13:41
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Since it's the only moving model in multiplayer, I don't think it will matter.
2008-12-27, 16:52
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344 posts

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Apr 2007
PrimeviL wrote:
This new ranger is great but too q3ish i think. The model looks like a clone of q3 model. As trickle saids, moo's model seems more faithful...

Good work however

actually I meant the opposite heh. I do know there was a skin for that md3 model with the ranger look. the Quake 3 Ranger is exactly what the ranger would of looked like in Quake 1 if they had the advancements back then. hes tough looking, tall, and muscular. your skin is for the ranger is of course wonderful. I mixed it with the quake 3 ranger skin and yours on the NetQuake engine Qrack.

http://i7.photobucket.com/albums/y300/ThePerfectTrip/qrack_24bit_skin.jpg


the Quake 3 ranger look gives the impression that this is one serious guy! he really wants to kick some ass. his ambition is to know that all his enemies have been destroyed. basically what the 8-bit Quakeguy gives off, thus seemingly as faithful to Quake 1 as possible.

keep at it Electro! =]
2008-12-27, 18:12
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312 posts

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Jun 2006
I talk about model's form. The new one seems too round/curvy. In qw all maps/items/weapons are in square form.

But as i said good job...
2008-12-27, 18:45
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344 posts

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Apr 2007
PrimeviL wrote:
I talk about model's form. The new one seems too round/curvy. In qw all maps/items/weapons are in square form.

But as i said good job...

ahhh that's a good point, but we also have Ruohis's awesome md3 bmodels and other stuff. hopefully bump mapping will soon become one of quakeworld's standards as well. ezquake once again(idk how many times I've said this) needs true md3 support. as of right now, I would only use the md3 player model coming out for engines like Darkplaces or Qrack.
2009-01-03, 01:14
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42 posts

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Apr 2007
Any updates on this? Ive been to lazy to login but have followed the thread from start.. stunning job you do Electro.. plz plz plz plz finnish it
http://www.rocketz.se - a quakeworld blog in the 21st century
2009-01-06, 05:05
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86 posts

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Aug 2007
I think you will find the 'harsh blocky' -ness of the models in Quake is because of the low polygon count restraints they had back then. id software had more to play with in Quake3, and when remaking the Quake Ranger they had it with more curves.

The proportions still throw me every time I look at it though, none of the Quake3 characters are really anatomically correct, they just look cool in-game.

I haven't been able to do any work on it due to contract work keeping me busy. I'll resume work on it when I can though.

Thanks for the comments.
http://www.bendarling.net | http://www.reflexfps.net
2009-01-12, 05:07
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126 posts

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Oct 2006
Electro wrote:
I think you will find the 'harsh blocky' -ness of the models in Quake is because of the low polygon count restraints they had back then. id software had more to play with in Quake3, and when remaking the Quake Ranger they had it with more curves.

The proportions still throw me every time I look at it though, none of the Quake3 characters are really anatomically correct, they just look cool in-game.

I haven't been able to do any work on it due to contract work keeping me busy. I'll resume work on it when I can though.

Thanks for the comments.

It will look cool in Quakeworld too ;D Don't give up this project... You're doing a great job!
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