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New Quake assets...

Posted: Mon Mar 18, 2013 10:23 pm
by r00k
I know this is a bit premature, though there's a talented modeler using blender to accomplish the (would-be) impossible of recreating mid-poly model replacements for all Quake entities.
https://dl.dropbox.com/u/1016024/Quakem ... tiview.gif heres a preview of his player model
and heres the crostpost link over on quakeone.com http://quakeone.com/130293-post1.html
dude cranks em out fast too!

Re: New Quake assets...

Posted: Tue Mar 19, 2013 4:40 am
by taniwha
Cool. Even more cool, he's using my mdl addon :). I could tell because of the script in the text editor.

Re: New Quake assets...

Posted: Tue Mar 19, 2013 1:22 pm
by ceriux
how many tri's is that new model?

Re: New Quake assets...

Posted: Tue Mar 19, 2013 2:39 pm
by r00k
not totally sure but he ("capnbubs") said he is keeping the polycount to conform with original mdl standards

Re: New Quake assets...

Posted: Tue Mar 19, 2013 3:43 pm
by frag.machine
While I agree about the model quality, I am not sure if the fact he's using the original skins could be a problem, legally speaking. Nothing that a talented 2D artist couldn't fix, of course, but still.

Re: New Quake assets...

Posted: Tue Mar 19, 2013 3:49 pm
by ceriux
it doesnt seem that way, the legs already have more sides usually in my experience the lower you go on a model , the lower you want the polies, as you reach the head usually you want to raise how many tri's you use. but these models do look very nice.

Re: New Quake assets...

Posted: Tue Mar 19, 2013 3:52 pm
by stoleYourBike
awesome job! really well animated - absolutely true to the original but slightly improved

grunt is 774 pol

Re: New Quake assets...

Posted: Tue Mar 19, 2013 9:17 pm
by frag.machine
stoleYourBike wrote:awesome job! really well animated - absolutely true to the original but slightly improved

grunt is 774 pol

Which I think is a good compromise between the spartan limits of DOS Quake (according Carmack, below 300 was OK) and modern engines and hardware.

Re: New Quake assets...

Posted: Tue Mar 19, 2013 9:42 pm
by leileilol
frag.machine wrote:While I agree about the model quality, I am not sure if the fact he's using the original skins could be a problem, legally speaking. Nothing that a talented 2D artist couldn't fix, of course, but still.
Shouldn't be a problem if it's a mod for the registered version of Quake, and not some "OH LET'S REPAINT QUAKE FROM SCRATCH AND CALL IT A NEW QUAKE GAME" thing some have tried.

Re: New Quake assets...

Posted: Wed Mar 20, 2013 12:36 am
by r00k
woot a blender vet speaks!
and someone with gpl skill

http://www.youtube.com/watch?feature=pl ... IFJLMyUwrg

Re: New Quake assets...

Posted: Wed Mar 20, 2013 3:55 am
by frag.machine
r00k wrote:woot a blender vet speaks!
and someone with gpl skill

http://www.youtube.com/watch?feature=pl ... IFJLMyUwrg
When the Generations mod was foxed I remember Todd Hollenshead citing how they were OK with some assets recreating/reimaginating their IP's from scratch (and he gave the Cyberdemon model as an example, because it was a completely new model, skin included), but that they wouldn't allow for example DOOM maps ported to Quake 2 *and* using original DOOM textures. Of course, there was more than this behind the whole C&S story (less than a year later they announced Quake Arena, which basically was very similar to the Generations concept), but I think you got the idea: if you're not distributing their assets as part of your mod (and even an old skin in a new model can fall in this situation) and you're modding for their games, they'll tolerate you "borrowing" their IPs. At least that's how things worked before Bethesda, so of course they may be even more restrictive nowadays.

Re: New Quake assets...

Posted: Wed Mar 20, 2013 12:49 pm
by leileilol
Last time I checked, that modeled Quake guy up there with the quakeguy skin is designed for Quake. Are you trying to tell me he's designed for something else?

I don't see the issue you're bringing up. Generations's infractions were from direct conversions from other games (most notably the Quake maps which were merely translated to Q2BSP directly, complete with the original textures and sound)

Todd Hollenshead brought up the same issue about rampant Q2->Q3BSP (and some Q1->Q2->Q3BSP) individual map conversions for Quake III Arena in early February 2000. It's only a problem when you crossover assets directly from their other games

The Doom community also faces the same problem of porting Doom2's SSG and monsters to Doom in PWADs (or at least just including the original sprites and sound, as the Doom code already has all Doom2 stuff since 1.666), however, unfortunately, due to the spritey nature and the mainstream appeal to the young demographic for being all hell satany (nabbing the pretentious little metalhead crowd), the issue of copyrighted works ripped akin to a 'sprite database' desensitizes everything.

Be glad Quake isn't like this (other than the PSP Quake community for the most part).

Re: New Quake assets...

Posted: Wed Mar 20, 2013 2:15 pm
by ceriux
can someone convert these to obj? id like to look at the wireframes.

Re: New Quake assets...

Posted: Wed Mar 20, 2013 3:17 pm
by Spirit
Blender is free and he uses it to create them. The .blend files are included in the download. You can look at the wireframes in Blender really easily.



/me hides the wad collection.

I wish copyright was not such a bitch. Remixing game content is awesome and fun and it would be so great if it was legal.

Re: New Quake assets...

Posted: Wed Mar 20, 2013 4:54 pm
by ceriux
id rather not have to download / install a modeling program i'm not going to use. never mind then i suppose.