Discuss the creation of various model formats for Quake engines, and related matters to modeling.
MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Fri Mar 27, 2009 3:08 am
Inspired by Electro's awesome player model, I'm having a go at a hi-res remake myself, specifically of the hellknight model.
Here's where I'm at so far, 3188 polys of an expected 5000-6000.
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ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
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by ceriux » Fri Mar 27, 2009 5:36 am
prolly better than i could do, but something about it seems weird.
MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Fri Mar 27, 2009 5:49 am
The proportions are pretty off, I normally fix them once the whole thing's modelled.
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Urre
Posts: 1109 Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
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by Urre » Fri Mar 27, 2009 7:20 am
Cool stuff man
You gonna dent his armor with zbrush/mudbox and stuff?
I was once a Quake modder
MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Fri Mar 27, 2009 6:08 pm
Yeah, I'll do a high poly zbrush version for normal mapping once I've finished modelling and unwrapping.
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MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Sat Mar 28, 2009 12:04 am
Update: 5600 Tris.
The hands need a lot of work.
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MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Sat Mar 28, 2009 12:42 am
Yeah, there's going to be armour on the back of the hands
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MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Mon Mar 30, 2009 2:54 am
Basic modelling done, just some proportion work then it's on to the fun fun fun of unwrapping this beast.
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leileilol
Posts: 2783 Joined: Fri Oct 15, 2004 3:23 am
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by leileilol » Mon Mar 30, 2009 3:35 am
Torso is too linear and cylinderic (hknight.mdl has extending back muscles, yours don't
chest virtually doesn't exist
hands too thin
hips are flat also
looks like Adam West
MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Mon Mar 30, 2009 3:43 am
Yeah, the shape of the torso is one of the big things left to change.
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frag.machine
Posts: 2126 Joined: Sat Nov 25, 2006 1:49 pm
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by frag.machine » Mon Mar 30, 2009 3:47 am
The model itself looks great, but I think you should try to make it look more menacing and evil. The face and hands are a bit too slim (yeah, I know you said it needs some work on proportions
). One character that comes to my mind when I think what a more detailed Hell Knight would look like is the final boss in Return To Castle Wolfenstein.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
MauveBib
Posts: 634 Joined: Thu Nov 04, 2004 1:22 am
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by MauveBib » Mon Mar 30, 2009 3:49 am
Yeah, the facial expression needs some more work too, it's a bit blank atm.
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Urre
Posts: 1109 Joined: Fri Nov 05, 2004 2:36 am
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by Urre » Mon Mar 30, 2009 10:00 pm
The helmet design doesn't feel very good, looks like someone is pinching his nose with those eye-holes. The legs do a weird bend from below the waist, shouldn't they start higher up? Otherwise you've captured the feel quite well
I was once a Quake modder