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Member 251 posts
Registered: Mar 2006
Hello! Allright... I'll be honest... I was taking a crap... (I know, but this has nothing to do with the point) anyways, and I got an idea...
The player model is still a hard one to make... because basicly there is so much that the quake community is expecting of that. So I figured why not start with redoing the monsters. I'we seen many great attempts to redo them... all have been very Doom3 like, meaning insane polygon counts. I don't like that, this is Quake 1, not Quake 4 or Doom 3... It has to be below a suirtain polygon count to get that special quake feel. So the old time gamers will go all nostalgic and shit...
Ok... Now for the point... I was thinking to start of with the easy monsters... fish, vore, wizard, spawn and the end bosses and so on... then eventually the more complex monsters with a lot more animation and even the player model...
This will take time and I only just got the idea. I'll start to get something started within the month.
My old modelling project is still not 100% done, still 2 key models to get done and some texturing, bump mapping and stuff like that, and that will still take a short while to get done. But while i'm looking for inspiration to that it is good to get started with the next project... So if you got any ideas on what the monsters have been missing, how they should look, what is weird and what should not be done etc..etc..
Member 1102 posts
Registered: Jan 2006
YES! Great news. Good luck with this. You are a great modeller so I am really looking forward to see the outcome. Animations will be hard I guess.
Member 156 posts
Registered: Mar 2007
Indeed, I can't wait to see what you come up with! This is the only part of Quake remodeling no one has dared to touch. The only ones who tried ended up disappearing, or never created skins for their mega high-poly models.
What would I like to see? I think you covered exactly what I want to see. Models that are faithful to the originals with reasonable poly counts!
Member 793 posts
Registered: Feb 2006
the vore is "easy" to re-make??! well, if you say so... and i'm sure it will look superb if you decide to give it a go. even if all we get out of this is a new fish model, it will rock. gl with it, i'm sure there will be plenty of feedback if you give us some screenshots of your progress.
Member 215 posts
Registered: Mar 2006
i thought these were a pretty good start: maybe they could help you. It Takes A Tough Man To Make A Tender Rocketjump
Member 60 posts
Registered: May 2006
The fiends done, but not rigged or animated. And as I've just moved south of the border, and have no furniture dunno when I'll get it done
Member 251 posts
Registered: Mar 2006
Here's a quickly made vore, and only in a bit over 1500 polygons To give a better idea on what style I'm going at
Administrator 2059 posts
Registered: Jan 2006
Are these md3 models or how does it work? ;} www.facebook.com/QuakeWorld
Member 251 posts
Registered: Mar 2006
yes, once again I'm going for md3
Member 401 posts
Registered: Mar 2006
Member 251 posts
Registered: Mar 2006
hehhe, i actually found something even simpler than the fish ingame shot above, rendering in the link below... http://www.kolumbus.fi/ruohis/qrp/monsters/1600x1200_oldone_rendering.jpg
Member 793 posts
Registered: Feb 2006
ooh yes that's lovely
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.rar hehhe, played around with some crappy animation so this is just a early beta model it works great ingame, also included a small map with just the model in the middle (use deathmatch 0 in the map)
Member 793 posts
Registered: Feb 2006
i think it already looks much better in-game than the original version --> just look at the difference between shambler skin and the old one. do the shammy next! the animation is pretty much perfect. the movement is realistic and it looks scary.
Member 344 posts
Registered: Apr 2007
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.rar hehhe, played around with some crappy animation so this is just a early beta model it works great ingame, also included a small map with just the model in the middle (use deathmatch 0 in the map) whats the bsp file for?
Member 1102 posts
Registered: Jan 2006
And for the mandatory faithfulness ranting Spirit critic: That "taper" in the tentacles looks kinda weird. And too me the red stuff always was blood/flesh/guts showing from the inside. Apart from that this is wonderful. The animation is nice for being beta! In FTE the model has some see-through parts. Trickle: Read what you quoted.
Member 344 posts
Registered: Apr 2007
Member 156 posts
Registered: Mar 2007
Great first attempt on Oldone. Animations are good, and the skins is detailed. However, I agree with Spirit. The red "lines" on the front look really out of place compared to the original. It needs to look more fitting to a disgusting, vile end boss. Maybe a more bloody look like the gib models you created would suffice for the "gashes" in front.
Member 344 posts
Registered: Apr 2007
I'm so blown away at how fast you make these nice models Ruohis. it looked so fluid and nice too..but I do agree with the above comment. the red gashes or whatever make it weird. maybe if it was darker and more blood looking
Member 344 posts
Registered: Apr 2007
because right now it almost has this volcanic appearance Lol.
Member 805 posts
Registered: Mar 2006
From now on I'll have to play Quake with lights on! https://tinyurl.com/qwbrasil - QuakeFiles
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.png here's a slightly different texture to try out
Member 156 posts
Registered: Mar 2007
http://www.kolumbus.fi/ruohis/qrp/monsters/oldone.png here's a slightly different texture to try out It looks better, but the gashes still look out of place. I think the problem is that the edges are too well defined and rectangular. The result is that they look more like Shark gills than the gashes the original had. I've taken a screenshots of the original model Vs. your model to show you what I mean: The gashes in the original are much more cracked, and the edges less defined. It looks more bloody - almost as if Shub-Niggurath were a giant organ. Your model looks like Shub-Niggurath has undergone some medical attention and healed quite a bit. Hope you don't mind the criticism.
Member 251 posts
Registered: Mar 2006
this is more what I'm looking for, 284 polygons for the old model and 1176 polygons for the new one... the oldone model is a ridiculous 3420 polygons, and it doesn't even have that much detail... and the old model for comparison
Member 303 posts
Registered: Jun 2007
Looks nice, but i don't like his fingers/claws. They should look more pointy and deadly. Original claws look like they could cut through steel, the one your model have looks like they would break in contact with paper...
Member 89 posts
Registered: Jul 2007
shub niggurath should be a mix between a tree and a goat i guess.. according to mythos?
Member 793 posts
Registered: Feb 2006
agreed, the claws look more brutal on the old model. it's the low-polyness i think, makes it look more primitive and dangerous. i'm curious how the snout area will turn out, the teeth are what makes the shambler scary, so it will be cool to have them in the model instead of just in the texture. i always thought the shambler did part of his damage with his teeth as in this pic really looking forward to this.
Member 251 posts
Registered: Mar 2006
yes, i'm not happy with the claws either they need to be sharper and more spread, will work on that, that's just a small thing... even got the texture cordinates finished already, done a lot of progress in that area and i'm now able to do it much better and much faster, and it is so much more easy to texture
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 253 posts
Registered: Nov 2007
the good old deathstrike and wolvie? yeah.. these are claws
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