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Member 63 posts
Registered: May 2008
YA!!!COOL! now it can bite heads off!
Member 251 posts
Registered: Mar 2006
Member 63 posts
Registered: May 2008
http://s302.photobucket.com/albums/nn113/metchsteekle/?action=view¤t=md3sham1.flv looks coool with out animations, so it must be 2 times more cool with them! Grr the shambot took my pack when i died
Member 63 posts
Registered: May 2008
ooh and if u do the feind later, eventually [no rush] rember most of the shub-child monsters in quake dont have eyes and i feel the feind dosent either :/ i know on some skins [and the original thre are spots that look like eyes but i think those where spots as to help place the spikes [err horns] of the feind!! also the sharlagth?? er vore does not have eyes
Member 251 posts
Registered: Mar 2006
in case someone is wondering how long it will take me to animate the models once they are done... this is a short preview video to show the minor details i have to deal with in order to get the animation to look good...
http://www.kolumbus.fi/ruohis/qrp/temp/shambler.avi
Administrator 1864 posts
Registered: Feb 2006
Hehe Rouhis, yeah - nobody said it was gonna be easy
Member 17 posts
Registered: Jul 2008
I opened the MD3 file in Max 9 and saw that the model UV's had been planer mapped. This yields some pixel stretching that can get rough visually. The head shape was too much to seamlessly be attached to the body, so I separated the head from the body and pelt mapped the model. This now allows the material to wrap a little better around the model sides and the head. After the UV's were redone, I baked an Ambient Occlusion map and used it for the final material (heh - went for the abominable look). Definitely a fun little side project to play with. As always, love your work, Ruohis, and appreciate your incredible contributions to the community. Old Age and Trickery Will Always Overcome Youth and Ambition
Member 63 posts
Registered: May 2008
woooo thats cool, i like the abominable look, even tho i always imagined the shambler to have short fur, like cat hairs i guess [heh] this is cool
Member 1026 posts
Registered: Feb 2006
Dregs: very nice texture maybe you can help Ruohis out and the people @ Quake Remodelling/Retexturing Project http://facelift.quakedev.com/
Member 251 posts
Registered: Mar 2006
I opened the MD3 file in Max 9 and saw that the model UV's had been planer mapped. This yields some pixel stretching that can get rough visually. The head shape was too much to seamlessly be attached to the body, so I separated the head from the body and pelt mapped the model. This now allows the material to wrap a little better around the model sides and the head. After the UV's were redone, I baked an Ambient Occlusion map and used it for the final material (heh - went for the abominable look). Definitely a fun little side project to play with. As always, love your work, Ruohis, and appreciate your incredible contributions to the community. http://www.dregsld.com/QW/2thumbs.gifyes, just this year i started to experiment with pelt mapping and noticed it was superb, especially for character mapping... but i still don't have that much experience so put the pelt map aside as soon as i got a few problems of bad streching eventually will do pelt maps for all monsters but for now, at least with my simple textures witch are easy to recreate, i'll go with something more simple just to get something to show in the forums to better get opinions but truly an amazing texture you whipped together perhaps we can work together with the texturing part of the models to give the quake community the kind of monsters worthy of quake? and conserning the pelt mapping, the head was one of the problems, and didn't think of seperating it, mostly because my texturing skills wouldn't comensate for that much cutting in a model like this, it's different with weapons where each part will have a different texture anyways
Member 1102 posts
Registered: Jan 2006
I think the model would look more strong if the upper arms were a bit further from the body. You know, like those muscly bodybuilders orang-utans walk.
Administrator 887 posts
Registered: Jan 2006
nice models! and I totally agree with Spirit about the stronger arms look. Join us on discord.quake.world
Member 17 posts
Registered: Jul 2008
[hijack_post] I'd be glad to collaborate/assist with future assets, Ruohis. Please feel free to contact me anytime. [/hijack_post] Old Age and Trickery Will Always Overcome Youth and Ambition
Member 793 posts
Registered: Feb 2006
this gives me a nice warm feeling of anticipation.
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 156 posts
Registered: Mar 2007
I'm confused... Is that the progress Ruohis has made on his model? Why didn't Ruohis post that himself?
Whatever it is, it looks friggin' sweet.
Member 63 posts
Registered: May 2008
oh me thinks its dregs help, then vegetous implant-posted the image dregs had made to show off his texture job, refer to post 67 if i had just not made sence
Member 251 posts
Registered: Mar 2006
doesn't look that dashing without textures but at least managed to do a nice pelt mapping texture smile
Administrator 1864 posts
Registered: Feb 2006
whoop whoop, looks hawt Ruohis! But when do you think that you have gained enough experience to do the player model?
Member 251 posts
Registered: Mar 2006
and a quick texture editing session... http://www.kolumbus.fi/ruohis/qrp/monsters/wizard.rar <- if someone wants to try it ingame, no animation still... will make all the models and after that i'll start to animate them... one by one...
Member 17 posts
Registered: Jul 2008
Old Age and Trickery Will Always Overcome Youth and Ambition
Administrator 1864 posts
Registered: Feb 2006
OMG, did you just do this today? Are you gonna have a booth at Quake Expo btw? I really think you should showcase all your work there.... That would make a lot of people drool
Member 63 posts
Registered: May 2008
*gasp* ya make a booth, and when i see it my head might esplode!
Member 251 posts
Registered: Mar 2006
acutally made it twice today, the first time i did it i started to work on the tarbaby afterwards, and i actually overwrited the wizard... so had to model it all over again :/ never been to the quake expo actually, don't know that much about it
Member 63 posts
Registered: May 2008
neather have i
http://qexpo.tastyspleen.net/
Member 1102 posts
Registered: Jan 2006
You basically get a subsite you can setup where you can advertise/showoff/release new stuff.
Member 156 posts
Registered: Mar 2007
whoop whoop, looks hawt Ruohis! But when do you think that you have gained enough experience to do the player model? Argh, just let Ruohis work in the monster models. Nobody has made any decent models for any monsters in Quake yet. There is already enough junk out there for Multiplayer... Can't wait to see these guys in game, Ruohis.
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/qrp/monsters/wizard.rar <- animated!experimented with some animation using bones, turned out quite good imo... still some minor issues but all in all... it's not that bad..
Member 251 posts
Registered: Mar 2006
edit: hehhe, the fish looks more scared than scary! need to make bigger teeth i guess.. edit2:
Member 63 posts
Registered: May 2008
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