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Member 51 posts
Registered: 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*).
Member 19 posts
Registered: 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?
Member 86 posts
Registered: 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
Administrator 1864 posts
Registered: Feb 2006
Now someone fix hud model support in ezQuake
Administrator 2058 posts
Registered: Jan 2006
Yeah, with eyes moving side to side like in DOOM
Member 86 posts
Registered: 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
Member 86 posts
Registered: 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
Administrator 1864 posts
Registered: Feb 2006
omg nice work Electro, love the eyes
Member 126 posts
Registered: Oct 2006
electro! such a great job! nice birthday present for me
Member 793 posts
Registered: Feb 2006
how do you do this that quick? that's impressive!
Administrator 2058 posts
Registered: Jan 2006
Wow. That's awesome. Can't wait for the animations
Member 86 posts
Registered: 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
Member 805 posts
Registered: Mar 2006
Holy Shi*!!! https://tinyurl.com/qwbrasil - QuakeFiles
Member 215 posts
Registered: Mar 2006
merry christmas to me merry christmas to me! It Takes A Tough Man To Make A Tender Rocketjump
Member 7 posts
Registered: 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.
Member 344 posts
Registered: Apr 2007
this one was probably the best, it just needed the real ranger look. the rough face and big arms(quake3 ranger)
Member 344 posts
Registered: Apr 2007
Member 215 posts
Registered: Mar 2006
trickle..... you appear lost....post it elsewhere. It Takes A Tough Man To Make A Tender Rocketjump
Member 126 posts
Registered: Oct 2006
trickle..... you appear lost....post it elsewhere. hahaha, word.. trickle you're awake? :C
Member 344 posts
Registered: Apr 2007
yeah I posted this early, just showing the good stuff to build up for the exciting md3 release.
Member 344 posts
Registered: Apr 2007
trickle..... you appear lost....post it elsewhere. hahaha, word.. trickle you're awake? :C no need to frown, when trickle's around =O)
Member 357 posts
Registered: Mar 2006
Member 312 posts
Registered: 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
Administrator 2058 posts
Registered: Jan 2006
Since it's the only moving model in multiplayer, I don't think it will matter.
Member 344 posts
Registered: Apr 2007
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. 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! =]
Member 312 posts
Registered: 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...
Member 344 posts
Registered: Apr 2007
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.
Member 42 posts
Registered: 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
Member 86 posts
Registered: 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
Member 126 posts
Registered: Oct 2006
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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