Full Sprite Tree
#1376 posted by necros on 2016/07/07 01:33:22
Doesn't look that good. Can't be lit and breaks down when you're close.
Convert Quake 1 Models To Skeletal - Keep Anims
#1377 posted by Qmaster on 2016/07/25 04:15:55
Has anyone done the conversion of the Quake 1 mdl files into a skeletal animation format? The idea would be to use skeletal animation skinned to a rig that would maintain a fairly close match to the original animations, for use in engines that don't support vertex morph animation.
#1378 posted by Izhido on 2016/07/25 04:36:11
Thre are engines that do not support changing the values of the vertices of a model? Odd, to say the least...
Q1 Models
#1379 posted by madfox on 2016/07/25 05:02:09
I converted several Q1 models into an animation studio by using a redrawn base model of (let's say) a death22 pose frame of a monster.
This is done by using a skeletal base bone and attached it over the new base frame.
From that point I can change it into any pose and export it into any commen format. obj,3ds etc.
So far so good.
I'm not familiar with vertex morph animation.
Guns Of Okayishness
#1380 posted by dwere on 2016/07/29 11:14:17
I decided to take a break from original content and do something I wanted to do for a long time: touch up the existing weapons so that they look less broken in the modern era of neat, polished visuals.
Then I decided to take a break from that, so I'm releasing what I currently have: all view models except axe, one world model.
https://drive.google.com/open?id=0B9DxOfPvG2G1UDZtLXA1MXVSWlE
#1381 posted by dwere on 2016/07/29 11:17:57
By existing weapons I meant stock weapons, of course.
Dwere
some nice improvements. I like the extra shadows on the NG and RL.
The world LG model is really awesome. Love the little touches you've done there, like the cell ammo on the gun at the butt, super nice.
Not 100% sure on the more rounder LG. I think the sharper edges of the original make it feel a bit more violent maybe. It still looks nice but I'm not used to it I guess.
I'd say the SNG skin could be tidier on the bottom of the barrel but is otherwise nice. Similar on the SSG, looks better but the texture blending near the bottom of the barrel is a bit too sharp.
Cant see what's updated about the GL, it's a shame that the v_model was basically a cylinder. Would love to see a touch more depth to the model?
Dwere
I made a bit of a modification to the SNG skin to demo what I am talking about, it's not super clean because I'm not sure where the wireframe is exactly (lots of trial and error here).
https://www.dropbox.com/s/ykzofayufsec0vs/v_nail2.mdl?dl=0
#1384 posted by dwere on 2016/07/30 23:58:31
Yeah, the SNG bothers me too. I probably should've left the bottom connected to the barrel itself on the skin, but I wanted to avoid distortions after having problems with SSG. I don't want the barrel to look as monolithic as on your skin or in Arcane Dimensions, but the parts should be connected in a more natural way.
GL is pretty much the same. The mesh is less crooked, the skin was reorganized, the flash was redone, but those are subtle changes.
As for LG, I think it's pretty clear from the skin that those things were supposed to be round. Being square made them weird - I mean, I understand conserving tris, but in this case it looked ridiculous to me. I even considered smoothing them on the pickup model, but forgot.
I did notice that you had redone the skins on each model, they're much easier to understand now, less wasted space on them.
I think the barrel of the SNG is probably better smoothed off at the end. It's subjective, I never did like the black holes at the bottom of the originals.
#1386 posted by dwere on 2016/07/31 09:10:10
Well, the black holes won't be black holes in any case - the main reason for updating the skin was to get rid of them.
For Better Or For Worse?
#1387 posted by dwere on 2016/07/31 14:31:40
http://i.imgur.com/vMJuLHR.png
I didn't want to stray too far from the original designs unless absolutely necessary, but I dunno anymore.
I kind of dig that actually.
#1389 posted by dwere on 2016/08/01 12:27:10
Dwere
From a technical standpoint that is some really nice texture-work. From a purely subjective standpoint it looks a bit like a mans willy... Dr Manhattan's big blue one.
hahaha... sorry, I know you probably don't want to hear it cause you've put a lot of love into it. ;)
+1 For Willies
#1391 posted by Kinn on 2016/08/01 20:53:04
IMO all of quake's weapons should contain phallic design motifs. The rocket launcher always took pole position in my list of favourite slaying tools, and I like the fact that dwere is enhancing this aspect of the game.
Quoth's Dildo Cannon
needs to be usurped from it's big girthy, veiny, throne.
#1393 posted by dwere on 2016/08/01 20:59:30
I was well aware that a certain amount of people tend to see things in random elongated objects. When using elongated objects in art, one can only hope that none of those people would be brave enough to openly admit it.
BTW, don't blame me for SSG. It always looked like balls.
2 Models To Go
#1395 posted by dwere on 2016/08/07 14:41:46
https://drive.google.com/open?id=0B9DxOfPvG2G1Q2Z2a2Izd0ppWTQ
For those of you who were waiting for the Improperly Aimed Quadruple Dildo Gun: I'm sorry, but I had to partially cover it to avoid AO rating.
Wow
#1396 posted by anonymous user on 2016/08/07 16:03:16
these are bloody awesome! The b-models are exceptional. I do hope that the grenade launcher gets beefed up a little on the v-model though, it needs to look as epic as the b-model.
Great work so far though!
That was me btw... wasnt logged on
Thanks
#1398 posted by dwere on 2016/08/07 20:04:09
I'm flattered.
I don't know what to do with v_rock. Tried adding a few more polys, didn't like it. I think I shot myself in the leg by making the SNG casing look so elaborate on the view model. Now other things look blocky.
V rock is OK tbh. Has plenty of polys... It's the grenade launcher that's the problem
#1400 posted by dwere on 2016/08/07 21:10:56
I meant grenade launcher. Rocket launcher is v_rock2.
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