im very much against that eye hole thing, the only way i could recohnize visor is from his face plate. that was his only distinguishable characteristic for me, if you change that one piece i dont think its visor anymore. you can change the rest of him but what i remember the most is the visor.
Hey, you guys go ahead and hijack this thread to death... NAAAhhh...just kidding. Freakin go for it! It would be interesting to create some characters that would 'live' in the Quake3 universe... which would be, well, ANYTHING. Just so long as it's cool and could possibly be on the cover of a Fear Factory or Skinny Puppy album cover
Uhhh dfacto I may have just pooped my pants a little because that is so friggin sweet! Amazing rendering with a pencil skillz you have.
Let it be known that it is a concept for Gorre and not Visor, so all you whiney babies can go ahead and make ur own Visor.
Nice concept Dfacto- the eye actually looks like an extrusion to me rather than a hole- The impression I got from the Visor character and the variants such as Gore is that the mask acts to dehumanise them so they're just faceless bags of meat with guns- adding features that approximates facial features, no matter how abstract can go against this.
The way in which you've constructed the armour is rather nice, it does feel look very Quake 3, though I'm not a massive fan of the feet- they don't look strong enough to carry his weight at the moment due to the main weight being directly supported.
Can't wait to see this fella modelled and textured, especially to see how the fleshy areas work out
[edit] sorry for dodgy grammar, didn't have much sleep last night [/edit]
I would to like make some character for Q4 , why not -
if some artist 2D is going to make a nice art concept
( better dirrect "one model sheet") - I'm ready to follow ....the white rabbit
Yah, Paul Richards is himself A MACHINE. Damn, his stuff is so sweet... AND THERE'S SO MUCH OF IT! His work is exactly what I was thinking of when I started all of this.
Thanks for the Go Ahead Zatochi! I just wrote up my pruposal for my Animation Class, and I'm going to make it a REQUIRMENT to get input on the community to try and force us to get professional criticism... (an .. oh my god .. take the advice into account)
Of course, I may start a new thread but thanks for the support.
love the update dfacto! the legs and feet are my favourite. The two klesks are sweet too, DH I love your rendering style- so much more fluid than my crude stabs at the wacom . 99 times out of 100 when I draw a sweeping stroke its not the one I was wanting..
I tweaked the lighting and fixed some stuff that was bugging me with the ranger concept:
It's not a Q3 remake but it's a Q4 character alright
I still have to rig her properly, get rid of that in game texture compression, fix the specular (too strong or weak places) and add the height map. But I just wanted to see her in game
Zatoichi, I am not going to animate her but will use the available animations. This forced me to use a standard rig which didn't fit that well. I had to make her legs quite a bit shorter
KDR_11k...no clue. Do you know what caused this and more important how I can fix it?
Hm, maybe it's just the angle. No idea what could cause it. Does the normalmap look like it should? Any additional maps other than diff,spec,normal? Any combining going on?
I really should get Q4 for the modding but it's still soooo pricey...
The face looks overlit and a little bit better now that I figured out how to turn the auto compression of the textures off (image_usePrecompressedTextures 0).
With the specular all black it still looks too bright. I'll make the skin color a bit darker because it's very light right now. Maybe that helps.
[ QUOTE ]
I suggest you hand paint the face.
Not everything in Quake 3 needs a normal map.
Maybe redo the hair too.
[/ QUOTE ]
But...but...but...then all my hours of work making the high poly head are wasted
That's always an option though if I can't fi this lighting problem. But for now I just want to figure out why the normal map gets messed up on the face and not on the other body parts.
Say Ikraan what did you use to generate the nomrmal map ?
Maybe just the tool messed the normal map up, consider
trying another tool. And mybe you could post your normal
map ? Maybe its easier to see what went wrong then.
I've rendered out the normal maps for the whole model with Max 7's standard "render to texture" feature. I tried Kaldera but I liked the results less. I'll post it later when I get home again.
Why didn't you use the built-in normalmap generator of Doom 3 (and presumably Quake 4)? That's the best way to do it since the output is optimized for the Doom 3 engine.
early wip of the klesk model I started. I know I could just take it into zbrush and do most of my detail there, but I'm going to try to get it pretty close with just poly modeling (for practice) and then do a light zb pass on it.
KDR_11k, I didn't use the Q4 normal map generator because I have a lot of body parts that overlap and I thought that these wouldn't render out very well. In max I split up the high- and low poly model in different parts that I created the normal maps from separately. And even that way I had to make a lot of changes to the projection cage to make the map come out OK. I can imagine that the map itself that Q4 generates suits the engine the best but I thought that I would have less control over how it gets generated.
Did the rigging. There are still quite a number of places where I need to change the weights.
I still can't get the face to look decent. It looks like the normal map gets compressed or messed up in some other way. Here's the normal map... http://www.xs4all.nl/~tetsuo/wip/deunan-wip16_nm.jpg
It looks fine from me but then again I'm a n00b at this normal map goodness.
Ah, now this looks like some fun. I always liked Daemia for some reason (possibly due to her resembalance to my girlfriend back in the halcyon days of Q3). I'll have a go at modernising her for the naughties
Ikraan: The normals on your face are inverted. Well in particualr its the green channel and it only looks to be that way for the face texture. Go into the channels for the face portion and invert the green channel. The quake/doom engine reads this channel differently.
Ive seen the max render to texture do some weird stuff and i would suggest using the quake renderbump command for use in the quake engine.
Actually come to think of it, Daemia isn't all that interesting a character model. I'll put my dibs on Lucy. I don't think I've ever done a heavy set female character.
Replies
Sketchbook wouldn't lay flat on the scanner so his left foot came out a bit blurry.
We can make our own? Well damn...
[/ QUOTE ]
Hey, you guys go ahead and hijack this thread to death... NAAAhhh...just kidding. Freakin go for it! It would be interesting to create some characters that would 'live' in the Quake3 universe... which would be, well, ANYTHING. Just so long as it's cool and could possibly be on the cover of a Fear Factory or Skinny Puppy album cover
Let it be known that it is a concept for Gorre and not Visor, so all you whiney babies can go ahead and make ur own Visor.
The way in which you've constructed the armour is rather nice, it does feel look very Quake 3, though I'm not a massive fan of the feet- they don't look strong enough to carry his weight at the moment due to the main weight being directly supported.
Can't wait to see this fella modelled and textured, especially to see how the fleshy areas work out
[edit] sorry for dodgy grammar, didn't have much sleep last night [/edit]
I guess Phobos would be a nice choice as well...
http://www.autodestruct.com/
here's one of his great work :
I would to like make some character for Q4 , why not -
if some artist 2D is going to make a nice art concept
( better dirrect "one model sheet") - I'm ready to follow ....the white rabbit
Let's go guys ;this thread needs more support !
Of course, I may start a new thread but thanks for the support.
And I can't really model too well, so I won't bother trying to massacre my concept. If anyone wants to pick it up then feel free to.
I tweaked the lighting and fixed some stuff that was bugging me with the ranger concept:
the knees still annoy me
- BoBo
I still have to rig her properly, get rid of that in game texture compression, fix the specular (too strong or weak places) and add the height map. But I just wanted to see her in game
That's the one area I'm dreading if it going to be a real-working character in game.
Anyway, she's looking good. From Appleseed, right? I'd love to see her big cyber boyfriend, Briareos, too.
KDR_11k...no clue. Do you know what caused this and more important how I can fix it?
I really should get Q4 for the modding but it's still soooo pricey...
With the specular all black it still looks too bright. I'll make the skin color a bit darker because it's very light right now. Maybe that helps.
pm me if that's ok ^^
impressive work all over the place, lets run some quake3 reborn mod/modelpack !!!
Not everything in Quake 3 needs a normal map.
Maybe redo the hair too.
http://www.planetquake.com/quake3/q3aguide/bots_a.shtml
You can just use a normalmap that's completely 7F7FFF.
I suggest you hand paint the face.
Not everything in Quake 3 needs a normal map.
Maybe redo the hair too.
[/ QUOTE ]
But...but...but...then all my hours of work making the high poly head are wasted
That's always an option though if I can't fi this lighting problem. But for now I just want to figure out why the normal map gets messed up on the face and not on the other body parts.
Maybe just the tool messed the normal map up, consider
trying another tool. And mybe you could post your normal
map ? Maybe its easier to see what went wrong then.
early wip of the klesk model I started. I know I could just take it into zbrush and do most of my detail there, but I'm going to try to get it pretty close with just poly modeling (for practice) and then do a light zb pass on it.
lower chest looks kinda flat though
so far that klesk is the only model in this thread that's faithful
KDR_11k, I didn't use the Q4 normal map generator because I have a lot of body parts that overlap and I thought that these wouldn't render out very well. In max I split up the high- and low poly model in different parts that I created the normal maps from separately. And even that way I had to make a lot of changes to the projection cage to make the map come out OK. I can imagine that the map itself that Q4 generates suits the engine the best but I thought that I would have less control over how it gets generated.
Did the rigging. There are still quite a number of places where I need to change the weights.
I still can't get the face to look decent. It looks like the normal map gets compressed or messed up in some other way. Here's the normal map...
http://www.xs4all.nl/~tetsuo/wip/deunan-wip16_nm.jpg
It looks fine from me but then again I'm a n00b at this normal map goodness.
Ive seen the max render to texture do some weird stuff and i would suggest using the quake renderbump command for use in the quake engine.
oh well, back to hunter and ranger ... but rooster's already done ranger... hunter is mine!
edit: in all my ranting i forgot to say that he looks really cool. very keel-ish ... i'd probably have moved his waist up, though.
Maybe I'll try to model him in high-poly, if that's ok by you?
Ok, ok, my keel:
and my screwed up old one
Not so much of a redesign as a re-drawing, with some extra curves.
edit: oh, and feel free to do a high poly version if the spirit moves you.
Bryan Cavett, I'll try that renderbump command for the head normal map.