Information on our Quake II Source Port and Graphical modification, Quake II Evolved, including help and support, features and downloads links.
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GoldenThumbs
- Member
- Posts: 2
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» 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.
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metalmind
- Member
- Posts: 35
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» 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.
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Gavavva
- [TBG] Admin
- Posts: 133
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» 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?
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metalmind
- Member
- Posts: 35
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» 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...
Last edited by
metalmind on Tue Jul 23, 2019 8:12 pm, edited 2 times in total.
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Gavavva
- [TBG] Admin
- Posts: 133
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» Fri Jul 26, 2019 9:55 am
The actual model and detail is fantastic, spot on re-imagining

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metalmind
- Member
- Posts: 35
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» Tue Jul 30, 2019 6:16 pm
Thanks
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.
Last edited by
metalmind on Tue Jul 30, 2019 6:18 pm, edited 1 time in total.
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Gavavva
- [TBG] Admin
- Posts: 133
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» Wed Jul 31, 2019 3:56 pm
Gorgeous! Love it man, love it!
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Cap_Hotkill
- Member
- Posts: 44
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» Thu Aug 01, 2019 8:37 am
Awesome work moh, Im envious of your skills!

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Gregs2k2
- [TBG] Moderator
- Posts: 59
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» Thu Aug 01, 2019 3:06 pm
He's a sexy Iranian daddy as well as an awesome modeller. I want him.
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Gregs2k2
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- Posts: 59
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» Sat Aug 03, 2019 1:40 am
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metalmind
- Member
- Posts: 35
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» 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.
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shadowscrawl
- Member
- Posts: 1
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» 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.
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Berserk
- [TBG] Admin
- Posts: 22
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» 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).