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Wingskull Flying monster

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Wingskull Flying monster

Postby DrDire » Tue Jun 07, 2011 5:31 am

Hey guys,

I whipped this up today, I was in a Doom/Quake sort of mood, hope you like:

Image

I mainly wanted to test max 2011's new viewport canvas feature which is freakin amazing. I did the texture in photoshop but touched it up with the new viewport canvas. The wings are pretty crappy, it has some terrible stretching and seams but I need to get back to studying.

I would really like it if someone could animate it and get it in game in quake 1, but all I ask is that you show me how you animate it and get it in game, preferably in video tutorial format :roll:

included in the zip is the psd, and the model in obj, 3ds, and the max 2011 scene:
http://hahasweet.com/wp-content/uploads/2011/06/wingskull03.zip
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Postby ceriux » Tue Jun 07, 2011 3:47 pm

cool looking model. have you tried googling video's for animation in 3ds max or milkshape? if not i suggest you do. after that conversions can be made.
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Postby Madfox » Sat Jun 11, 2011 6:40 am

Hey DrDire...,

I made a rough sketch of the 3DS file, imported it into AM2005, turned the model right for a good skin file
as I couldnt import the given one.
For me it's easy to convert the model, only problem is that the file format of the skin won't import.
Once the basemodel is set with bones it can turn all shapes.
Not so easy to explain if one is working with MAx3D.
I tried it once, but soon gave up.

Here's the outcome in QMLE.

Image

8)
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Postby Seven » Sat Jun 11, 2011 7:55 am

Hello DrDire and Madfox,

you made a really great looking model and the animation is very promising.
Once the format/skin issue is solved this will be a beautiful monster ! (if you can say this to a monster)

Best wishes,
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Postby DrDire » Sat Jun 11, 2011 6:24 pm

Wow awesome Madfox! Great job

Here is a zip containing the texture for it in .tga and .bmp (converted to quake 1 palette), hopefully this can for work for you.


http://hahasweet.com/wp-content/uploads/2011/06/demonhed02.zip

Image

Any way to get the inside edges of the wings to be hidden inside of the head? Hoping to see it in quake 1 soon :]

Maybe i'll make another monster very soon...
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Postby ceriux » Sat Jun 11, 2011 7:07 pm

i use this process

1. Make model in 3ds max

2. Export using this exporter plugin. MD3_EXPORT_PLUGIN_max_9.zip

3. Noesis > convert to .mdl.

hope that helps.

all animations (made with biped or bones) are converted and uv coordinates are converted over all i had to do was replace the skin using qme with the .bmp version. although Noesis is supposed to do that.
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Postby Madfox » Sun Jun 12, 2011 7:39 am

I had tried the skin tex, but it was too big. My first skin texture was about 49 x300. Then I changed the shape of the base.3Ds and then it became 109 x 308. Still the half of the original.
With QMLE it is easy to change the position of the wings.

Image

Here is the model so you can take a look at it.
There's a blank skinnfile so you can try to make it fit.
I can imagine you want it to have the ambient Quake behaviour.

http://members.home.nl/gimli/wingskull.zip

:wink:
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Postby ArchAngel » Sun Jun 12, 2011 10:33 pm

I love this, it's got a real doom/quake feel to it. What license is it released under?
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Postby Madfox » Mon Jun 13, 2011 12:50 am

It is a coïncidence of DrDire's model and Madfox's model capacity.
There's no license, I just finished the model.
You''ll see it soon in Quake.

DrDire.., can you give me your email.
I will send you the model with the new poses.

8)
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Postby ArchAngel » Mon Jun 13, 2011 1:07 am

Aww go on agree a CC license on it and we can have a late Quake Community mascot :)

lol, seriously, nice model guys :)
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Postby DrDire » Mon Jun 13, 2011 7:02 am

Hey Madfox, nice job! but I am confused, how come in the past I was able to get models into quake with textures of 256x256, but this time you had to reduce it?

Anyways, I sent you my email via PM, looking forward to seeing it in game! No rush, take your time. I think there should be animations of idle, flying, attacking (with the horns), and dying.

I don't know about licensing, but I would be happy to see others use it in their maps for quake 1! I hope to make more soon. cheers
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Postby dreadlorde » Mon Jun 13, 2011 11:53 am

Madfox wrote:It is a coïncidence of DrDire's model and Madfox's model capacity.
There's no license, I just finished the model.
You''ll see it soon in Quake.

DrDire.., can you give me your email.
I will send you the model with the new poses.

8)
When you say 'there's no license,' do you mean it's in the public domain or that you're not 'licensing' it for use?

Great model btw.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!
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Postby Dr. Shadowborg » Mon Jun 13, 2011 3:06 pm

Mean looking little buzzard. Kinda reminds me of that monster that attacks the guy in House and steals his shotgun in the darkspace. :)

Something that comes to mind might be some sort of attack involving those spikey things on the ends of it's wings, and also some kind attack where it latches onto the player's face blocking his vision while making insane chittering noises. :twisted:
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Postby Madfox » Mon Jun 13, 2011 8:49 pm

@DrDir > I know there are other ways to include the original 256x256 skinfile in the Editor, but this involves mdl3 editors.
As I have only experience in mdl and mdl2 I try to avoid them.
So I took the 3DS file and imported it in my AnimationMaster.
Then it is possible to turn the model in the editor, which involve their own way of QMLE to create a new skinfile.
ie frontsize, sidezize, turned.
From there a came upon a qmle skinfile of 301x49:

Image

Changing the components as QMLE has in its root also create another skinfile. This one is 308x129:

Image

So from there I had to retrack your skinfile again to make it fit.
I'm sure there are better ways to do it but then another aproach has to be taken.
Like converting it to another mdl3 file and have it reimported into MAX3D with the special plug in.

@DreadLore > I have no intention to break any rule with licenses.
I made quiet some quakelevels and models now, but I always considered to add a txt file with related info awards ID licencee.
I feel no pirate, more someone who contributes to the Quake1 community.

@Dr.Shadowborgh> I had the DoomGl monsters ported to Quake1.
There was a flying skull that looks a bit like it. I added a torch to it.

Image

I made a pose that attracks its wings before the eyes, like a bat in idle pose.

Image

8)
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Re: Wingskull Flying monster

Postby Madfox » Wed Oct 30, 2013 5:53 am

Dr Dire.., long time has gone, no email appeared.
If I remembered well you were waiting for aurhorisation of your wingskull.
No need for as it's your design.

http://members.home.nl/gimli/wngskl.zip

:wink:
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