Bugger
#9681 posted by Vigil on 2006/01/07 13:02:00
I entered the thread totally expecting some good drama, but all I found was a mapping problem I really can't help with. So, sorry Blitz.
Updated Quake Models For D3 Engine Quake Remix
#9682 posted by nitin on 2006/01/07 16:27:30
Hrm
#9683 posted by . on 2006/01/07 18:23:17
Tarbaby: sure
Wizard: head isn't loyal
Enforcer: meh
Dog: yay
Ogre: interesting but not overall fat/ugly
Hellknight: sure
Demon: yay
Shalrath: meh
Shambler: yay x 10
Fish: yay
Soldier: meh
I Love The Fiend...
#9684 posted by necros on 2006/01/07 23:34:04
looks perfect!
others are varying amounts of meh.
legs on the vore are fucked up but otherwise alright.
scragg's head looks moronic and shambler isn't covered in fur (although i can understand the reason for that last one, but it has to result of looking more just like a d3 hellknight but slightly different. the skin for this will be very important on whether it will look like a hellknight dropped at birth or a shambler...)
honestly, i have no idea why they posted the animation of the ogre's walk frames... they are terrible and look wooden. plus his upper body is moving way too much...
same with the soldier's run animation. less wooden, but it looks like he's working out on a treadmill and not chasing after the player trying to rip his lungs out.
Hmm
#9685 posted by than on 2006/01/08 00:47:06
I like the shambler, but where are his claws? One of the shamblers main characteristics is the huge bloodied claws he has.
The fish is pretty good, and the fiend looks decent. The others I am not so sure about.
The ogre looks reasonable, but really needs a more Quakey outfit and his GL and chainsaw to really look like the ogre.
The dog doesn't look scary, and the enforcer and soldier (Quakeguy or grunt?) are a bit sucky. They could have pretty much modelled the Quakeguy and modelled in the detail on his texture and he would have looked awesome - same for the enforcer. They also need the zombified look they have in Quake.
I agree about the wizards head - doesn't look like a scrag at all :(
Hmmmm.
#9686 posted by Shambler on 2006/01/08 02:13:31
Yeah generally variable amounts of meh.
As always with these things, the quality of the modelling is great, but the faithfullness to what makes Quake monsters Quakey is often lacking. I don't understand why, it's not hard to start Quake, find some monsters, and have a think about their distinctive characteristics.
I like the fish though.
Hm
#9687 posted by Spirit on 2006/01/08 02:19:25
All below here is about the "'faithful' to Quake: yes or no?" from me.
soldier: Uhm... Y M C A! Looks gay. Even Monkeyrat's http://members.optushome.com.au/~plaguespak/screenshots/player.jpg looks better (his weapon models are great even not 'faithful'.)...
fish: The first one looks ok. But that is maybe the most easy model.
shambler: Looks way too skinny and not evil enough. The head looks bad and I agree with than about the claws.
shalrath: Way too insectoid. And the legs bend(?) into the wrong direction! Also it lost all his female looks, the face, the arms...
fiend: pretty good, but I don't like the huge horns and the "face".
hellknight: Did anyone say Diablo? Looks absolutely too "good".
ogre: Totally wrong. He is too tall and not fat enough.
dog: Looks like a real rottweiler = good :)
enforcer: wtf?
wizard: A weird mix of human face and elements from 'the' Alien. Not too bad, but not faithful at all in my opinion. The original wizard has some "bird-like" appereance in it's face (I can't explain that really good... Maybe you know what I mean.)
tarbaby: So who but silicone on his joystick?
The animations just look awful.
Hmm...
#9688 posted by Tronyn on 2006/01/08 02:32:19
I like the fish and the demon. The shambler is OK but needs claws, and his head I think should be less of a head).
The tech guys (grunt, enforcer) look terrible, they could be placed in any FPS, they don't resemble the originals at all.
Ogre is the one I hate the most. It doesn't resemble the ogre at all.
Tarbaby doesn't have the kind-of-face element that makes the original interesting and is rather just a blob; scrag is decent model (as it basically copies the original exactly but with more detail; actually it probably should be been "ported" less and "interpreted" more)- BUT they fucked up the face, as they did with the vore.
hell knight looks good though not like the original (place this model in any RPG, sure), plus his arm lengths seem very odd indeed.
Rest is meh.
Did anyone check out the map screenshots?
Q: WHICH OF THE FOLLOWING ARE SHINY, LIKE A POLISHED CAR?
A) STONES
B) TIMBER
C) ROCKS
D) MUCK
E) ALL OF THE ABOVE
F) NONE OF THE ABOVE
AND THE CORRECT ANSWER IS....
for chrissakes, F!
The classic Doom3 mod (which tries to convert original Doom1 maps to Doom3) seems to have run into a similar problem. You cannot just reuse high-resolution textures with some doom3 shininess and port the original quake/doom maps exactly because IT WILL LOOK LIKE SHIT
I know I have bitched about some of the modelling being unfaithful to the art style/lame/generic, and it's not like I don't appreciate these people trying. However, I think any mod of this type should try to emulate the mood/style/atmosphere of the original (yes, and the level layouts, but add more details where appropriate), and not either a) port directly or b) make up some shit that has nothing to do with the original and say that it does.
ok, thats already far too much ranting
Sigh
#9689 posted by Kell on 2006/01/08 02:48:29
I've been contemplating+sketching a high-poly shambler for literally years. I guess I'm just going to have to take the plunge, upgrade my machine, get a copy of Max and do this myself.
Sigh.
Meh
#9690 posted by bal on 2006/01/08 03:04:39
Most of the models seem well made, but they just don't fit in my opinion, the proportions don't work in most, what's up with the shambler's tiny head and tiny hands? Where are his claws?
Yeah, I'd really like to try modelising a Shambler some day.
Fuck That
#9691 posted by . on 2006/01/08 03:54:56
I can't even properly chamfer a cube in GMax to make a crate.
Those Models
#9692 posted by Kinn on 2006/01/08 04:24:14
The Fish? Yeah, I did that ZBrush tutorial too: http://pixologic.com/zbrush/media_links/movies.html
What others said really. Some of the models are competant (Fiend, Shambler), but seem to ignore a lot of the characteristics that made the original Quake versions good. Animations make Baby Jesus cry :(
Kell, Bal
#9693 posted by than on 2006/01/08 05:05:58
me too! Don't have time right now. I was going to have a go at modelling an ogre, and took some screens from Quake to get a good idea of his proportions (he's pretty bloody square, actually) but never got started.
Maybe if we worked together we could make our own series of high poly Quake characters. If we had some time to do it.
Kinn
#9694 posted by bal on 2006/01/08 05:42:32
Haha at the zbrush tutorial, that fish did seem familiar. =)
Than, heh that would rock, but bleh, time... T__T
Er, That's What I Meant
#9695 posted by than on 2006/01/08 06:02:01
Have you tried zbrush? I saw that tutorial when I was working in the UK early last year and thought it was pretty cool, but having watched it again, it looks shit hot (for characters at least). Any good?
NO! I Was Right
#9696 posted by than on 2006/01/08 06:03:53
It was Kell who said he had been trying to make a high poly Shambler.
HA!
Hmm
#9697 posted by bal on 2006/01/08 06:07:31
I haven't tried zbrush so much yet, and well, even if you can pretty much do your complete model in it (like in that tutorial), I'd still prefer making the initial model in max/maya, and then going to zbrush for all the details. It's definatly a very powerful app (I have some Gnomon zbrush vids, there's some impressive stuff).
Well
#9698 posted by bambuz on 2006/01/08 09:29:50
in general they look pretty good. As others have said, shambler needs claws (and sharp teeth), wizard/scrag a mouthless kinda face, and the shalrath should get rid of the techy bits, it's a mystical creature.
The fiend is good in the shot shown... the ogre ain't that bad in my opinion, I'd add more fat though.
Hmm. I don't know what the tarbaby will look like when moving if it doesn't blob-droop (if you understand) more but instead has just a thin appendage. We'll see, if it's continued along the line.
The rear end of the rottweiler is kinda small in the rear structure but i don't know if it's a wide angle shot or a badly breeded dog as model. :/
Just my ideas, i'm not a modeler or anything.
Well
#9699 posted by Zwiffle on 2006/01/08 10:22:39
I don't like any of them for Quake monsters, but they're good in their own right. Maybe I need to see them with their skins, but they don't look Quakey to me at all.
Eh
#9700 posted by Vigil on 2006/01/08 11:16:03
I checked out those QuakeRemix level screenshots, and I have to admit that I was surprised anyone could make a Doom 3 level look so shit.
Ugh
#9701 posted by metlslime on 2006/01/08 14:26:34
It would be nice to see artists and modellers take the approach that they're trying to make textures where the original texture ends up being one of the mipmaps, or models where the original models and up being one of the lower LOD models.
Www.darkthrone.com Rules My Littel World
#9702 posted by megaman on 2006/01/08 14:43:57
important
Sent by blizzardz (profile) at 09:11 am on 1/8/06
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[
Than / Bear
#9703 posted by inertia on 2006/01/08 15:19:48
if you want to get on irc from over there, let me know [ sollers dot inertia at gmail.com ], i can set up an irc bouncer over here to take care of that problem
Hmmm...
#9704 posted by metlslime on 2006/01/08 15:27:25
can someone tell me if 9702 is spam? it's so badly written i can't tell.
Well.
#9705 posted by Friction on 2006/01/08 16:32:37
I sure could use "600000 gold"
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