#13161 posted by
[Kona] on 2016/01/28 00:56:35
yeah looks awesome. Can you give him real teeth, rather than painted on teeth? That's the only bit that I reckon looks like it should be 3d.
Noooooo
#13162 posted by
Kinn on 2016/01/28 01:01:40
don't add more polys for the sake of polys
Things like spikes, and I suspect teeth, are susceptible to vertex wandering with animation. It would probably be fine if it wasn't for quakes 8 bit models.
Agree With Kinn
#13164 posted by
Drew on 2016/01/28 01:21:16
re: not agreeing with kona
#13165 posted by
metlslime on 2016/01/28 01:27:41
i would agree with kona except for fifthElement's reminder that it will turn into trash with the low-precision coordinates.
MDL Sucks For Tiny Details.
#13168 posted by
Skiffy on 2016/01/28 02:09:39
Teeth maybe if I get MD3 support... otherwise the dang things jitter and wobble like crazy. The default MDL format just cant handle tiny details. That is why I stuck to using a texture instead.
This Feels Way Better
than the quake remodelling project
and for that matter the retexturing project
they both felt really plastic with the implementations at the time... too much bump mapping, overkill on coloured lights.
see:
http://qrp.quakeone.com/screenshots/
See.
#13170 posted by
Shambler on 2016/01/28 11:13:54
That looks like ass.
Skwiffy's shambler does NOT look like ass.
People need to learn from this shit.
#13171 posted by
adib on 2016/01/28 13:10:24
Beautiful, amazing job.
Does the skin have to be 256x256 pixels? This one looks bigger.
Skin Is 256x256 :)
#13172 posted by
Skiffy on 2016/01/29 02:16:09
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha.
Remodeling Project
#13173 posted by
Skiffy on 2016/01/29 02:21:26
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.
I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.
One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.
I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors.
Nice?
#13174 posted by
adib on 2016/01/29 03:28:03
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.
About water, I would love to see UT-like water surface.
#13175 posted by
- on 2016/01/30 20:01:31
Neat!
#13176 posted by
adib on 2016/01/30 23:19:18
But that slime is bigger than 64x64, isn't it? That causes some distortion.
#13177 posted by
- on 2016/01/30 23:57:47
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though.
Shambler Head Gib Progress!
#13178 posted by
Skiffy on 2016/02/01 15:08:45
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth?
#13180 posted by
JneeraZ on 2016/02/01 16:56:34
That's pretty nasty ... :P
#13182 posted by
JneeraZ on 2016/02/01 17:21:38
Nasty is usually good when it comes to forcefully disconnected monster body parts...
Color-corrected Alpha Blending
#13183 posted by
mankrip on 2016/02/01 20:23:41