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Posted: Sun Jul 07, 2019 7:19 am
Gotta say this one isn't really working for my eye, not sure why?
And no, I haven't had time to look this last week or so, I've been busy. So still not sure why normal and spec wont load correctly
Posted: Sun Jul 07, 2019 9:33 am
Yeh Dan, you should
Shame you aint feelin it Gav. If you aint feelin it, you aint using it
It's a very boxy model, the original isn't very appealing at all.
Posted: Sun Jul 07, 2019 11:24 am
Ahh I see why it looks odd to my eye. Its the end, the shapes off?
Posted: Sun Jul 07, 2019 1:00 pm
Yeh, could be that. I'm won't be remaking it though.
Posted: Sun Jul 07, 2019 10:13 pm
Looks good to me moh, a mix of the old and new style.
Posted: Mon Jul 08, 2019 11:31 am
You know when you think about it, none of these original models make any REAL sense, really. Its almost like they were made with reload animations in mind actually? Everything has a clip, or a function (like the RL having visible rockets etc).
Re: Updated Quake 2 Remodel & Retexture Work
Posted: Mon Jul 08, 2019 4:32 pm
Yeh, you're right. It's like the blaster having a clip etc etc. I think it probably was a tech development issue. I'm guessing they used 3dsmax 4 or earlier for the dev. Not sure if had bone animations back then, but I'm sure the animations took helluva time to get right, hence why they probably didn't add in proper reload animations. Along side that they probably hadn't solved the skeletal animation system that came with half life. But then again, it seemed like valve did a huge remake of that engine anyway hah.
1997 man...that's...along time ago.
Posted: Mon Jul 08, 2019 4:43 pm
I was still a kid when Quake 2 came out, I wet my pants when i saw that ID logo getting stamped on a metal plate on the intro
Posted: Mon Jul 08, 2019 5:52 pm
Yeah, I think the most complicated reload anims at that time consisted of the fun just lowering and coming back up, goldeneye style.
Posted: Mon Jul 08, 2019 10:33 pm
small update. Probably gonna try another ammo-box, if i get time to do it.
Posted: Tue Jul 09, 2019 1:44 pm
Found this, for fun
https://figurefanzero.com/2010/04/25/qu ... -resaurus/
Interesting difference between these and in game models. The blaster looks very different while the super shotgun is pretty much an exact replica.
Posted: Tue Jul 09, 2019 5:22 pm
Yup, I have them upstairs still in the box. Because I’m a nerd
Posted: Tue Jul 09, 2019 9:50 pm
Aight, nearing the end of this aswell. Not sure what to with the rear. It's rather underwhelming at the moment.
Shrinked down the ammo box, tried both open and a bit more closed version.
Posted: Wed Jul 10, 2019 9:09 am
Looking pretty good, no comments, I really like the direction is taking
Posted: Thu Jul 11, 2019 9:05 am
Looks like something straight out of new doom, quality wise
Posted: Sat Jul 13, 2019 2:45 pm
Thanks guys. I did some additional work on the rear, but went on to the next weapon a few days back. My daughter was born...about 36 hours ago now? Time moves a bit differently right haha. Me and my woman (Elin) was able to get in 2 hours straight sleep now as the baby actually start sleeping a bit...yay for small victories!
I begun this before Elin went into labor and did a few more minutes more now. Still enjoying remaking of the weapons, so let's hope the flow keeps up this way.
Just in the sketching mode still where I try to find the shapes I want. I don't want to deviate to much from the original, not making it as the quake wars version, but taking some notes from it.
The length of the models (G and V) are quite different, in a wierd way, I'm trying to find a middle ground, it's a bit on the shorter end at moment though. Let me know if you have thoughts, even though it seems I'm not taking feedback haha. I just have to weigh the feedback against time.
Posted: Sat Jul 13, 2019 11:43 pm
What?! God man, go go go, don’t worry about this stuff! Congrats man, no feeling like that feeling
Great start regardless but man, go be with your family
Posted: Mon Jul 15, 2019 11:46 am
Moh's a papi!! I thought he liked bum fun stuff??? Congrats dude... oh and yeah, nice models. Go be a daddy. You'll love it!
Re: Updated Quake 2 Remodel & Retexture Work
Posted: Tue Jul 16, 2019 12:41 am
Thanks guys. Modelling is a natural part of my life, I've done it for so long now that its a way to keep me normal, inbetween diaper changes and whatnot.
Although its been a few years since I did it this consequently as I've gotten quite deep into working out the past 2 years, sitting infront of the computer more than what is required from work isn't very appealing for and haven't been for a long time.
Anyways. Here is a bit more on the railgun, still figuring some stuff out. But I'm starting to like where is heading at, except for the back atm.
Posted: Thu Jul 18, 2019 6:54 pm
Posted: Thu Jul 18, 2019 7:54 pm
What FOV are you using for your viewport? That may be why it was looking odd to you. Its very different to the original, in a good way. The original, if my eye serves me correctly, would be cut off at the view point around about the blue wires, meaning you wouldn't see that back end at all. Gorgeous stock btw
Posted: Fri Jul 19, 2019 8:56 am
Looking great moh,
Posted: Fri Jul 19, 2019 10:59 am
Yeh Gav, I thought I had fov 90 on my camera, seems it was 45 haha
this is with fov 90 degrees, which i think quake games have/had?
I think I will end the HP rally with this gun and start low polying and baking from now on. I'll continue with the supershotgun/bfg and hyperblaster once I feel I've done enough on the other guns.
The renders doesn't make this gun justice, its actually quite cool imo haha. Except the pipes that goes over the glowing middle sections, not sure about them yet.
Posted: Fri Jul 19, 2019 11:22 am
And now you see its gone from stumpy, to long cat haha. I love it, its a very techno-stylish re-imagine. I can't help but feel that it feels like something is missing from the bottom, like something fell off?
Man why are you not making FPS weapons like this for a job? These are top tier chief. Top tits.
Posted: Fri Jul 19, 2019 12:40 pm
TOP TITTIES BREH.