monster models

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

Post by worldspawn »

From el start to finish.

Image

Doom imp on crack. Hangs from the ceiling. Volleys blue fireballs at player.
Last edited by worldspawn on Sun Jul 19, 2009 10:55 pm, edited 2 times in total.
r00k
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Post by r00k »

ya, just dont add the primordial 'ballsack' eh?
Though he looks like a crazy skull-can-opener ;)
Nice start keep going!!
xaGe
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Post by xaGe »

lol... :D
Wazat
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Post by Wazat »

r00k wrote:ya, just dont add the primordial 'ballsack' eh?
Worry not, this is worldspawn not cheapalert. ;)

(no offense, cheapy)
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
worldspawn
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Post by worldspawn »

Yeah, yeah, yeah. I just threw some colour over the messy sketch, I definitel didn't draw a ballsack. :P


She/he/it is getting there... slowly. 662 poly
Image
Last edited by worldspawn on Sun Jul 19, 2009 10:54 pm, edited 3 times in total.
Electro
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Post by Electro »

nice so far!
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
worldspawn
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Post by worldspawn »

Lies Electro, lies!

I disliked the ceiling idea, so I retooled the model. 430 poly.

Image
Electro
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Post by Electro »

Should spend a few more polys to give him the definition you had in the concept... more short/stocky looking, with the little pot belly :)
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
worldspawn
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Post by worldspawn »

Your right. He looks better chunky.

Moar shaving got him down to 414 triangles.

Image
frag.machine
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Post by frag.machine »

Looks pretty good. What are you using to model ?

EDIT: This pose kinda reminds me the sleestacks from "Land of the Lost"...

Image
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Zylyx_
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Post by Zylyx_ »

Good model. The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton.

What's the final intended format?
....noodle...
xaGe
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Post by xaGe »

..much better looking as a fatty.
Jokerzwild420
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Post by Jokerzwild420 »

lol yuh i agree...fatteh looks wayy better
worldspawn
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Post by worldspawn »

frag.machine wrote:What are you using to model ?[/img]
Milkshape/Blender
Zylyx_ wrote:The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton.

What's the final intended format?
Those were 'spikes'. At first I went with floating poly, then I decided to weld them into the model, and then I got rid of them. :p

The animation'll work. I've been rigging him up as I've gone along, messing around with what I wanted to see.

I'll probably release as dpm. I like skeletal animations. And I'm also used to hl mdl.



Model mesh is finished, has 362 traingles. It's unwrapped, uv will be 256 by 256. Now I have to skin it.

Image


... wasn't this supposed to be a doom imp rip off? Hmmm.
dave10
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Post by dave10 »

Good model. The back needs some welding work though. Also, animation in that pose might be odd, if you are using an external skeleton.
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