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ShoTro's Quake One Modeling thread

Posted: Tue Jun 10, 2008 9:00 pm
by ShoTro
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.

Posted: Tue Jun 10, 2008 9:57 pm
by scar3crow
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

Posted: Wed Jun 11, 2008 2:32 am
by ShoTro
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.

Posted: Wed Jun 11, 2008 4:15 am
by SusanMDK
Looks good... now what about Master Chef?

Posted: Wed Jun 11, 2008 6:34 am
by Urre
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!

Posted: Wed Jun 11, 2008 3:35 pm
by ShoTro
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.

Posted: Thu Jun 12, 2008 12:49 am
by ShoTro
too big, moved to a thumb at the top of the thread.

Posted: Thu Jun 12, 2008 12:56 am
by leileilol
cool doomguy mate

Posted: Thu Jun 12, 2008 3:05 am
by RenegadeC
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.

Posted: Thu Jun 12, 2008 3:44 am
by SusanMDK
Aah, and here's the Master Chef :twisted:

Posted: Thu Jun 12, 2008 4:19 am
by ShoTro
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.

Posted: Thu Jun 12, 2008 4:21 am
by Dr. Shadowborg
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:

Posted: Thu Jun 12, 2008 9:57 pm
by ShoTro
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.

Posted: Fri Jun 13, 2008 6:39 am
by Error
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?

Posted: Fri Jun 13, 2008 6:40 am
by RenegadeC
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 ;)