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[WIP] Quake 2 models

Turic
polycounter lvl 5
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Turic polycounter lvl 5
Hi. Im working on hi-poly models of Quake2 for q2xp port. Here some progress:
stroggos_rocket_launcher_by_ctpejiok22-d8moysw.png
stroggos_rail_gun_by_ctpejiok22-d8n7wmj.png
stroggos_grenade_launcher_by_ctpejiok22-d8ohu2r.png

animations with original timing:
[ame]http://www.youtube.com/watch?v=Rf46i6SdaUI[/ame]
[ame]http://www.youtube.com/watch?v=2Zkn1OBmNeQ[/ame]

Replies

  • odium
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    odium polycounter lvl 18
    The mod seems to be using a lot of my old Quake 2 Evolved assets (I'm the Q2E creator)... Hmm... I'm not fussed, the more Q2 source ports the better.

    What format are these in? The textures needa lot of work, and appear to have a lot of issues with some bad UV maps or something? Low res? I dunno, theres some serious stepping in them. If the models are in md2 again, then keep in mind you will have quite a lot of "jelly" compression when you save to the animated format. Md3 works better, but its not as easy to work with with regards to other mods and breaking compatibility.

    Keep going though! I love me some Quake 2 art! :)
  • Turic
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    Turic polycounter lvl 5
    odium wrote: »
    The mod seems to be using a lot of my old Quake 2 Evolved assets (I'm the Q2E creator)... Hmm... I'm not fussed, the more Q2 source ports the better.

    What format are these in? The textures needa lot of work, and appear to have a lot of issues with some bad UV maps or something? Low res? I dunno, theres some serious stepping in them. If the models are in md2 again, then keep in mind you will have quite a lot of "jelly" compression when you save to the animated format. Md3 works better, but its not as easy to work with with regards to other mods and breaking compatibility.

    Keep going though! I love me some Quake 2 art! :)

    Hi. I know about you and your q2e, it is bad that you do not continue to work on the your project.

    Old models are terrible, they have bad uv and broken geometry at invisible side. So, now its faster make new models, than to restore old. And md2 adds a lot of pain. Other bad thing - now its hard to find exporter for 3ds max, even blender dont work with old md2 exporters, or turn normals into mess.

    Now quake1 ports works with IQM format, its look like ASE, also support bone animations. So, it looks very good for games.

    I want to make new models that look like old and transfer all details from texture to geometry. Its fun, that models "in hands" differs from "at level", they have different dimensions and details.
  • Turic
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    Turic polycounter lvl 5
  • Turic
  • Turic
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    Turic polycounter lvl 5
    Good day. Project still in wip stage, but there are a lot of ingame shots, fixes, etc.



    Here is video from first public release:
    https://www.youtube.com/watch?v=Z78wpVV8cV0

    I made a lot of fixes after release. Q2xp mod now supports PRB materials and weapons look good with them. I want to made this fixes and try new vision of old models, because RL is lack of details.

    More screenshots here: https://www.moddb.com/mods/quake2-remodel
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