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Member 22 posts
Registered: Feb 2006
Picky sod alert I always thought the attractive thing about the Quad model was that it conveyed a sense of power through the angles of its arms. Circular or smoothed versions always seem to fall flat for me. In particular, I thought the Q3 version was pretty awful. Not a fan of the round pent either. Although, looking at the original Quake Quad model, I'm not really sure what I'd change about it apart from a slightly more detailed texture I do like the rest of what you've done; just a bit more tweaking, a few nice textures and that'll be a cracking set of models which could be distributed with ezQuake, FTE, eQuake etc
Member 811 posts
Registered: Jan 1970
quad model and player's helmet too round for me too. should be more squared. havent seen textured yet but boots too big ? ;E
Member 811 posts
Registered: Jan 1970
and original shape of rocket launcher will be welcomed not that mushrom and that balls in LG looks like antenna from kind of insect
Member 215 posts
Registered: Mar 2006
i like the idea of the lower lightning compartment where you can see the light shining thru, although the bulging circular sides just seem really weird on the v_model view It Takes A Tough Man To Make A Tender Rocketjump
Member 251 posts
Registered: Mar 2006
Picky sod alert I always thought the attractive thing about the Quad model was that it conveyed a sense of power through the angles of its arms. Circular or smoothed versions always seem to fall flat for me. In particular, I thought the Q3 version was pretty awful. Not a fan of the round pent either. Well i'we actually remodelled both versions of what you are talking about. and since there are some that like the first and some that like the other i'we thought that i'd release both. (personally i like the more faithfull one) same goes for the b_rock1 model, some people like it with 8 small rockets, some with 2 big ones, so i'll be releasing both. this also applys for the two versions of the b_batt0 and b_batt1 models http://www.kolumbus.fi/ruohis/temp/b_rock1.jpg quad model and player's helmet too round for me too. should be more squared. havent seen textured yet but boots too big ? ;E don't be looking at my old images of the player model, those won't be anything like the final version, allthough comments are welcome for future reference when i get to the point of modelling the player...
Administrator 2058 posts
Registered: Jan 2006
i love that round quad model
Member 90 posts
Registered: Mar 2006
man i cant wait i hope your able to complete this soon
Member 811 posts
Registered: Jan 1970
i love that round quad model for me not enough powerful for quaddamage (4x!) but mayby skins do rest
Member 1754 posts
Registered: Jan 2006
nice ruohis, haven't posted in a while but, suggestions: lg more straight, the grenade-model less straight if you know what I mean. More like a pear the round quad would be awesome but I wouldn't say now on a more round spike, the top can be square but the spike it self
Member 188 posts
Registered: Jan 2006
nice ruohis, haven't posted in a while but, suggestions: lg more straight, the grenade-model less straight if you know what I mean. More like a pear the round quad would be awesome but I wouldn't say now on a more round spike, the top can be square but the spike it self lg + gren where where cant see?
Administrator 2058 posts
Registered: Jan 2006
http://www.kolumbus.fi/ruohis/temp/light.jpg I personally LOVE the rounded LG
Member 251 posts
Registered: Mar 2006
lg more straight, the grenade-model less straight if you know what I mean. nope, rounded... (or then i don't know what you mean, i understood the grenade part though) http://www.kolumbus.fi/ruohis/temp/light_original.jpg check out what the guy who did the original models has tryed to do with the texture... yes that's right, create the effect of it beeing a bit more round
Member 1754 posts
Registered: Jan 2006
ye that's ok but the v_model is too fat
Member 251 posts
Registered: Mar 2006
hmm, just compared it with the original and your are right, i'll see what i can do about that
Member 1754 posts
Registered: Jan 2006
great, what I said about the nail in the Quad was it's too square, take the nail-model and put that through the quad, and make the top square. Would be awesome : )
Administrator 2058 posts
Registered: Jan 2006
don't change it for the love of god!
Member 811 posts
Registered: Jan 1970
will be avaible retexturing for the old hud ? background and new guns icons ? this + moondrunk charset = pnage !
Member 251 posts
Registered: Mar 2006
naturally this is how i will be releasing them eventually weapon pack (g_ and v_models) powerups (might do a pre release without the suit since that might take a while, just have to wait for texturing to be finnished for the other models. should probably include the armor in this pack as well) projectiles (everything that is shot in the game, even what the monsters shoot) keys and runes and everything else player (when the time comes) and naturally one big pack with everything, when i have everything and all packs would include the hud icons for the models... at least something like this... anyone has any better ideas please share
Member 1011 posts
Registered: Feb 2006
when you say 'pak' do you mean a zip file with the models & textures or do you mean .pak files? i only ask because one of the most annoying things about plague's recent paks are that they come in .paks that include f_modified-failing g_models together with f_modified-passing v_models so you have to extract stuff if you want to pass its fine to use .paks as long as you have a v_ and g_ pak seperately
Member 1754 posts
Registered: Jan 2006
well, v_models don't come up at all in f_modified :\
Member 251 posts
Registered: Mar 2006
i havn't yet decided, but i'll take your words under concideration in the mean time, finnished the basic texturing and animation for the v_rock model... and while rendering the shot i thought i'd render new shots of all the weapon models i have at the moment so you can comment them. http://www.kolumbus.fi/ruohis/temp/weapons/axe.jpg the original model didn't have a glove, so i modelled it, seemed weird that the player model wears gloves but not the hand that holds the axe, also have to remodell the axe blade. and havn't even started on texturing. http://www.kolumbus.fi/ruohis/temp/weapons/shot.jpg the shotgun you have probably seen already, not much changes to it. in the animation the wooden handle makes a pumping motion when you fire it, thought that seemed more realistic http://www.kolumbus.fi/ruohis/temp/weapons/shot2.jpg this i'm having some truble with, texturing sucks, back part of model sucks, well... this might take a while to figure out http://www.kolumbus.fi/ruohis/temp/weapons/nail.jpg this needs a bit more tweaking, and thus i havn't yet stared on the v_model http://www.kolumbus.fi/ruohis/temp/weapons/nail2.jpg might make the barrels just a tiny bit less shiny... http://www.kolumbus.fi/ruohis/temp/weapons/rock.jpg this you havn't yet seen textured the animation reloads a new grenade in the barrel, still need a bit of tweaking http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg probably most images on this in the whole thread and don't worry, the v_model does not look like this ingame, it's much more straight. it just has to be a bit distorted in max to look good ingame http://www.kolumbus.fi/ruohis/temp/weapons/light.jpg and here's the lightning gun, made a few minor changes since last time.. textures still need fine tuning...
Member 1754 posts
Registered: Jan 2006
http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg hahaha
Member 343 posts
Registered: Feb 2006
http://www.kolumbus.fi/ruohis/temp/weapons/rock2.jpg probably most images on this in the whole thread and don't worry, the v_model does not look like this ingame, it's much more straight. it just has to be a bit distorted in max to look good ingame Read Peppe ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
Member 1754 posts
Registered: Jan 2006
I did... but it still looks funny
Member 811 posts
Registered: Jan 1970
i would like to have rocket launcher's v_model looks as possible as old one i must be honest - havent liked Rhuoispak one :I but g_model looks fantastic and rest work is good work man ! mayby You can cheat a little with vmodel appearance in aid of old one .
Member 251 posts
Registered: Mar 2006
here's a 6 step illustration of how i create a faithfull model Step 1 - Exporting the original model Step 2 - Modelling and Texturing Step 3 - Import original model Step 4 - Adjust the new model to match the original model Step 5 - Animation Step 6 - Export the new model
Member 8 posts
Registered: Mar 2006
might make the barrels just a tiny bit less shiny... Nooooooo!!! Infact. A Q3 shader to make them even MORE shiny would be awsome.
Member 27 posts
Registered: Apr 2006
http://downloads.kingpinforever.com/modelling/q2mdl911.zip.info.html convert mdl to md2 should work a bit better than that quick3d program which seems kind of crappy. That will give you the entire animation and keep the uv coords intact. Then use http://www.scriptspot.com/download.asp?ID=1425 to import the md2 in to max8.
Member 1011 posts
Registered: Feb 2006
good advice but...he's going from md3 -> mdl, not the other way
Member 27 posts
Registered: Apr 2006
Thats true if you are reading the steps backwards... read it closely. I was also only talking about importing the mdl in to max 8. Tried quick3d and it seemed to do a really bad job of it.
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