Page 5 of 5
Posted: Sat Jul 20, 2019 3:08 am
You guys make me feel like I should practice modelling more lol. I do it so rarely now, I really gotta get back in the groove.
Posted: Tue Jul 23, 2019 10:34 am
Start of blaster textures. The textures atm are PBR, but substance can convert to specularity (or at least it looks like it).
Got some strange smoothing on the near sight, that will be fixed.
Posted: Tue Jul 23, 2019 10:39 am
Great start. Only suggestion is to lighten the back and darken the front so they look different. But PBR usually makes surfaces look the same from odd angles, due to, well, the fact that’s what happens in real life lol. I do see the smoothing at the back there yeah, odd. Did you not split the UV island down the back?
Re: Updated Quake 2 Remodel & Retexture Work
Posted: Tue Jul 23, 2019 7:54 pm
Yeh, I hadn't figured out why my substance painter render and marmoset render looked quite different regarding the contrastes. Got that fixed now.
Any ideas for decals/signs/marks ?
lol at 90 degree fov...
Posted: Wed Jul 24, 2019 11:29 am
Amazing job Moh! <3 <3
Posted: Fri Jul 26, 2019 9:55 am
The actual model and detail is fantastic, spot on re-imagining
Posted: Tue Jul 30, 2019 6:16 pm
Machinegun baked, added a few smaller details. Got a few spots that needs to be fixed before texturing. Just thought of giving you guys a little update as baking/texturing takes more time than doing a hp.
Posted: Wed Jul 31, 2019 12:35 pm
Posted: Wed Jul 31, 2019 3:56 pm
Gorgeous! Love it man, love it!
Posted: Thu Aug 01, 2019 8:37 am
Awesome work moh, Im envious of your skills!
Posted: Thu Aug 01, 2019 3:06 pm
He's a sexy Iranian daddy as well as an awesome modeller. I want him.
Posted: Sat Aug 03, 2019 1:40 am
Posted: Tue Dec 10, 2019 9:26 pm
Hello 4 months later. I haven't given up on this yet haha.
Was nearly finished unwrapped (not packed or scaled). So yeh. During the holidays I'll probably get this done.
Posted: Wed Dec 11, 2019 8:23 am
Hey, This project looks great! I was hoping I might throw my hand in but I had some questions regarding format. Mainly do Quake 2 RTX or Quake II Evolved support physically based materials? I have been googling but I can't seem to find a solid straightforward answer.
Posted: Wed Dec 11, 2019 8:28 pm
I can't speak about Q2 RTX, but Q2E supported either "Q3-style shaders" or "Doom 3 materials" depending on version (up to 0.46 or starting from 0.65 respectively).
Posted: Mon Dec 16, 2019 10:19 am
Ohh moh that Rail. Rail me baby.
Posted: Mon Dec 16, 2019 1:18 pm
Would be awesome to use these in Quake 2 RTX.
Posted: Mon Dec 23, 2019 7:56 pm
Elo. Much thanks for the love given.
Tis baked, with some stuff that needs to be corrected. But it's nearly there. Sorry for the PNG output, to lazy to convert to jpg at the moment.
Front crosshair is just a test, probably will not keep it.
Posted: Tue Dec 24, 2019 5:31 pm
You a beast Moh man. Love it!
Posted: Sun Dec 29, 2019 7:17 pm
Just trying out some materials. Screengrab from Substance Painter.
Posted: Mon Dec 30, 2019 4:50 pm
Aight, pretty much done. Got minor stuff on the handle to adjust.
Don't know what lighting to represent these guns with haha, so i'll just do one that looks good to me
Posted: Thu Jan 02, 2020 4:54 pm
Superb. I'd love to rail some slags with that beast.
Posted: Sun Jan 05, 2020 4:49 pm
Oh wow, that looks sexual mate