Quake was one of the first games I ever played It has been a huge influence on me artistically.
I am aiming to model something true and immediately recognizable to the original designs of the first game. To create a likely interpretation at current gen specs.
There have been more recent versions from id showing up in Quake champions and also as a hidden gem in Doom 3. Those versions are quite cool, However I am purposely ignoring them for this. The original Quake 1 is what I want to be the main reference.
I aim to preserve likeness with the original game by following:
- Overall silhouette, and form.
- Color scheme (once I get to to materials)
- Matching the written description from the manual.
- The Quake wiki
- Taking into account descriptions the 1996 id team have said on online forms.
- Guessing the likely details based on the original low res textures.
- (To a lesser degree) descriptions from Lovecraft.
Other goals:
- Realism (not cartoony)
- Anatomical plausibility and function applied to monstrous form.
- An unsettling aesthetic.
- An end product of professional looking monster models.
Here is where I am at so far:
These are all a WIPs, let me know if you feel these are true to the original designs so far? I would also love to hear any other feedback.
Replies
I have taken a few stabs at the shambler in the past
These are the previous ways I have interpreted him:
- A low poly version https://skfb.ly/6vR6A
- And Sculpture/maquette I did in college: https://www.deviantart.com/david-the-cenobite/art/Shambler-77903614
I can't find the thread anymore, but I think remember seeing when asked if the Shambler was hairy or wrinkley, Romero said one thing and another one of the id team said the other. I am thinking I may split the difference this time, and give him wrinkles with mange.