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Modelling Help\Screenshots\Requests
It has always been difficult to get decent models for quake 1. So a thread where people can get advice on making models and post a work-in-progress for critiques is long overdue.

Any requests for models may well get met with silence. Specific requests will likely stand a better chance; "I'd really like a knight but carrying a shield" might be better received than "we need a mdler to join our mod remaking counter-strike for darkplaces".
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I Like The Weapon 
I think I'll stick with it. It's kinda cool.

http://i.imgur.com/OkWRNGx.png

Blender's riggify is awesome. Rigging took 10mins and it just works.
The model (including gun) currently has 681 verts, 1366 tris which should be just okay. 
 
I like it. Enforcer but with a chainsaw 
 
flp, looks nifty :) 
Awesome! 
 
 
if you are making a muzzle flash, best to hide it in the gun, near the muzzle. some engines will lerp the muzzle flash and if you stick it in the body you can see it moving between those two spots which can look bad. 
Looks Great! 
Really cool to see the idea come from concept drawing to model! 
Flp 
that's a spicya meataballa 
Just Wanted To Share A Little Progress. 
I'm currently texturing at a sluggish pace.

http://i.imgur.com/d3KFLaG.png 
 
Needs more brown I think? 
Brown = Quake 
You are right. It's very hard to get the colors right. I don't even think there's very much blue in quake at all. I will change the weapon. I've tried color picking from the original textures to find base colors. Seems like quake in general is a world of brownish mud.

http://i.imgur.com/SpciqRk.png 
Hmmmm 
Model looks great but I'm concerned that such polygon density will cause a lot of the detail to just collapse once you run it through the meat-grinder that is 8-bit MDL vertex precision... 
Resolution Is Too High Imho 
 
Oh Of Course 
These are just wip shots. The polycount is well in quakelimits and the model looks good in quake too.

The texture resolution is double the targetsize and also in truecolor because thats just the way I paint. There is a lot of detail that will get lost in translation. Luckily this includes some of the dullness and subpar painting.

Here's a screenshot of what it will look like after the conversion.

http://imgur.com/VHsPzeh 
 
The polycount is well in quakelimits

It's not about polycount - it's about vertex density, and you'll only see the collapsing verts once all the anims are done, not with a t-pose test.

However, you seem to know what you're doing so I'll stop being annoying now. 
I Think I Understand. 
It's about vertices that are to close to each other?

I actually didn't think about this :( Well I'll just hope for the best then. 
Looks Great! 
Really liking the progress flp! 
 
Basically, imagine finding the maximum X, Y, and Z extents of the model, over all frames.

In each dimension, the vertex coordinates are then quantized to adopt one of 256 values fitting inside the maximum extents.

I don't know if I've explained it well, but if you have two vertices that are very close to each other relative to the model extents (remember it's over all frames, not per-frame), then they will collapse. 
Got A Image 
Quote: "I don't even think there's very much blue in quake at all."
http://www.simonoc.com/images/design/sp/1000cuts3l.jpg 
Kinn 
It should be possible to get rough aproximation with single frame by adding temp triangles on min/max values for each axis extent, correct? 
Totes, Yeah 
If you can reasonably guess what the biggest mins/maxs are gonna be for the animated version.

Melee attacks and death anims are usually the worst offenders in my experience. 
 
@Kinn

thx for the clarification I didn't know that about quake. That's probably why these idle animations seem so wobbly most of the time. Cause the animations are so small that only a few vertices skip the treshold to the next interpolated point.

Well I'll make sure there are no van damme splits in my animations.

@PyroGXPilot
Are those stock textures. The enemies sure seem to pop out of the picture. 
 
Hah no they're not stock. :-)

There is tho an interesting amount of blue, red, and green in Quake... it just depends on the episode/theme (and they're all earthier tones of course).

For basemap style enemies "tan" is definitely the dominant environment. 
Elder Landscapes 
an interesting amount of blue, red, and green in Quake
E2M5 E3M6 E4M7 Blue Article 
 
That's a great article BTW, it's cool that you take the time to write those up. 
 
yeah, i just read it for the first time too. Great, detailed post mortem. 
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