Forum

ShoTro's Quake One Modeling thread

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

Moderator: InsideQC Admins

ShoTro's Quake One Modeling thread

Postby ShoTro » Tue Jun 10, 2008 9:00 pm

I got this idea from conceptart.org, sort of like a sketch book but for modeling. The idea is that I should at least produce one pic 3-4 times a week. I meant to do this yesterday so I can do a Monday-Wednesday-Friday thing, but I already blew it. XD

Just have to play catchup already, but the idea is to post pics or links to models I am working on, then get critiques or tips on how to improve them.

Since I have been feeling burned out in real life I decided to start things off with something fun: Actually a challenge a friend gave me after showing him all the crappy Halo mods for the PSP, "I bet you can't do better!" "Oh yeah?"

So here you go, my model of a SPARTAN in Mark V MJOLNIR Armor... most commonly known incorrectly as "Master Chief" from Halo, even though Master Chief (John 117) was only one of many.

Image Image


Critiques and ideas suggested. Even about this thread existing.

Textured version of this model forthcoming.
Last edited by ShoTro on Thu Jun 12, 2008 10:03 pm, edited 6 times in total.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby scar3crow » Tue Jun 10, 2008 9:57 pm

Looking pretty good, quite identifiable even without being named, so I'd call that a success.

However the game is called Quake, not Quake One or Quake1 or Quake Classic or QuakeWorld ; ) Just good ol Quake
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Postby ShoTro » Wed Jun 11, 2008 2:32 am

scar3crow wrote:However the game is called Quake, not Quake One or Quake1 or Quake Classic or QuakeWorld ; ) Just good ol Quake


Yeah, I know that, you know that, but I can't talk to my friends and say Quake, elsewise they tend to think Quake Wars or Quake 4. I get very very tired of explaining that there was, in fact, a first that was very much unlike what we have now.

Thanks for the praise though, I have identified a few points where I can reduce the poly limit a bit more, but that will have to wait a couple days as I have a much more polished model in store for tomorrow if I have time.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby jim » Wed Jun 11, 2008 4:15 am

Looks good... now what about Master Chef?
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby Urre » Wed Jun 11, 2008 6:34 am

I likey, except for the head. Heads/faces are generally important for character recognition and believability, I wouldn't mind seeing you waste some polys on getting the face like it's in Halo or atleast somewhat closer to. Good job!
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby ShoTro » Wed Jun 11, 2008 3:35 pm

jim wrote:Looks good... now what about Master Chef?
If I am really bored, I can totally do that.

Urre wrote:I likey, except for the head. Heads/faces are generally important for character recognition and believability, I wouldn't mind seeing you waste some polys on getting the face like it's in Halo or atleast somewhat closer to. Good job!

Yeah, I am not too happy with the face, I know it juts out just a bit but I can't seem to get it right, I will start texturing and see what I can do visually, if it works as is or should I do more. I dropped about 40 verts this morning on the model, so adding to the face shouldn't be an issue, he looks more like an earlier Mark (III or IV?) then a Mark V right now.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby ShoTro » Thu Jun 12, 2008 12:49 am

too big, moved to a thumb at the top of the thread.
Last edited by ShoTro on Thu Jun 12, 2008 10:01 pm, edited 1 time in total.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby leileilol » Thu Jun 12, 2008 12:56 am

cool doomguy mate
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Postby RenegadeC » Thu Jun 12, 2008 3:05 am

Visor area could use a little more definition, the visor doesn't connect exactly to the helmet there's a slight indent for the distinguishing effect for the point-of-connectivity. Do that and the model'll look a bit better imo. I like how you kept the top part of the helmet properly intact though.
User avatar
RenegadeC
 
Posts: 391
Joined: Fri Oct 15, 2004 10:19 pm
Location: The freezing hell; Canada

Postby jim » Thu Jun 12, 2008 3:44 am

Aah, and here's the Master Chef :twisted:
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Postby ShoTro » Thu Jun 12, 2008 4:19 am

RenegadeC wrote:Visor area could use a little more definition, the visor doesn't connect exactly to the helmet there's a slight indent for the distinguishing effect for the point-of-connectivity. Do that and the model'll look a bit better imo. I like how you kept the top part of the helmet properly intact though.


Yeah, didn't really notice that until I textured it. I am going to finish it as is first then go back to fix that if possible.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby Dr. Shadowborg » Thu Jun 12, 2008 4:21 am

Haha, lookin' good there ShoTro! :wink:

Sorry I haven't gotten back to you on the PM's yet, workload right now is absolutly horrid. :(

If things keep up like this, I probably won't have anything ready for qExpo... :cry:
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1110
Joined: Sat Oct 16, 2004 3:34 pm

Postby ShoTro » Thu Jun 12, 2008 9:57 pm

Dr. Shadowborg wrote:Haha, lookin' good there ShoTro! :wink:

Sorry I haven't gotten back to you on the PM's yet, workload right now is absolutly horrid. :(

If things keep up like this, I probably won't have anything ready for qExpo... :cry:


Sok, I am working on something worth while that isn't a mod... but is something that will make a LOT of people happy. If I can get it to work.

Image
Texture done!!! OMG, this almost killed me.
Shoot everything that moves. When it stops moving shoot it again just for good measure.
User avatar
ShoTro
 
Posts: 61
Joined: Tue Mar 18, 2008 2:46 pm
Location: Virginia, USA

Postby Error » Fri Jun 13, 2008 6:39 am

what app are you using to make these?

are you thinking of animating and releasing?

are you going to include a gun in the model?

will the animations match quake's player.mdl animations?
User avatar
Error
InsideQC Staff
 
Posts: 865
Joined: Fri Nov 05, 2004 5:15 am
Location: VA, USA

Postby RenegadeC » Fri Jun 13, 2008 6:40 am

Error wrote:what app are you using to make these?

are you thinking of animating and releasing?

are you going to include a gun in the model?

will the animations match quake's player.mdl animations?


If he keeps the bones intact I can really do some awesome work in a mod :P

Edit: I've coded a needler before, A Haloish mod would be cool.
Rebalancing the Quake universe versus a grenade throwing assault rifle using masterchief with enemy drops for guns would be fun; not realistic obviously since both universes are so damn different but I'd be fun to max my creativity ;)
User avatar
RenegadeC
 
Posts: 391
Joined: Fri Oct 15, 2004 10:19 pm
Location: The freezing hell; Canada

Next

Return to Modeling

Who is online

Users browsing this forum: No registered users and 1 guest