But it does state that you need the DP engine, which is exactly what I expected. I've had no issues with the animation of the model - it's perfect imho.Yes, it looks good, obviously. The Shambler I linked above, in the same thread I released a furry skin for it and still use that today. Even with 6 frames of animation - you can still make it look good. Good modeling + good textures = a great model which looks ALOT higher poly than it actually is.Īs "High Res Shambler" remark, try this model: HUGE improvement over the originals and the textures are only 512x512. Take a look at the Shambler Castle's monsters I ported. Never said anything about "super high res". They might love to do it and you'd have kick ass, usable stuff, 'cause there are many pro's there that do this on the side. So why not ask ppl from ? They currently have this TRON challenge, and perhaps you could get them to model Q1 monsters. And wouldn't that look dumb? A high res model, using 6 frames for a run sequence? What's the point?ĭon't get me wrong, I love how the Q1 community is always being busy with stuff, but when it comes to modeling, you should only get ppl involved who know how to create a nice, efficient, triangular mesh. So even if a high res Shambler would work, you'll still have 6 frames for a run sequence (usually). Unless you want to make a mod (and change the QC code). I also don't understand why you'd want super high res models anyway, 'cause you're still bound to the exact amount of animation frames of the original ID models. Open a Q1/Q2/Q3 model in an editor and you'll see what I mean. High res models are OK if you're planning on using the Doom3 engine, or perhaps DP (?), but even higher res models for games should be modeled efficiently (triangles not quads). Check the forums, the 'low-poly challenge' section. This means NO edge loops and quads like that for quake models cause it's not efficient - it drives up the polycount like crazy. it should still be low-poly.Īnd low-poly is an art in itself 'cause you must think in triangles, not quads. With a modern engine you can do higher res, but. Check what the poly limit is exactly for Q1. You could try Q3 low-poly level at best I think. And even if it would, nobody would like it 'cause it would probably kill your fps. I wonder if people know what they are doing? The model in that pic is not going to be suitable for the Q1 engine. My workflow to finish this model will be to:ģ) Model all the armor on a separate layerĤ) Join all the model parts and hollow it outħ) cut seams on the low poly and do an object to object normal mapĨ|) refine the texture (as well as get a better education for creating textures - my textures are not very good ATM) I know quake uses triangulated models but this model is for the Blender Game Engine - which hates tri's and n-gons. As long as my low poly stays away from tri's, poles and n-gons it will all be fine. I have a few poles and 1 triangle (2 with the mirror), but I'm not really worried about it cause this is the high poly version to create my normal map. Is my model awesome and perfect? Of course not but, I'm also not finished and haven't bothered to re-route some edge loops yet. The "eye-balls" are place holders and I haven't applied the subsurf (or sculpted the finer details) yet.Įdge Loop example of my latest (unfinished) model:Ī couple of orthographic shots in object mode: I started with half a cube and a mirror modifier. This is what I can do with no references or concepts what-so-ever. If you have a front and side view "concept art" I can model whatever you want.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |