i believe i heard that ppm's were going to be rare for new age games, au contrair(sp), theres some nice looking models just popping up now. A lok of em look good.(that means some look like poo:) j/k)
of all games i've modeled ppms for, I find modeling for quake4 the easiest, if you don't count the normal mapping part (Actually with zbrush2, silo and sharpconstruct all around, normal map process is becoming a nice doosy)
if you saw my crap thread you'll notice i also easily got Brak into Quake4 with a half-assed normalmap
the rigging/lighting result is pure crap, but nothing beats the satisfaction of seeing your first model working in game.
hey guys- I'm still up for doing my Patriot update, real life is getting in the way at the moment- there are some really inspiring work in here, be ace to see a proper model pack come out with them all in
So After consulting my teacher, I am now adding more drapery. My teacher suggested I try thinking in opposites. What's the common theme in Quake 4 in the sense of design.
So, I thought,"Ok, Everythings skin tight. So I added some flowing drapery (which is going to be a bitch to anime :-( ) But, you guys suggest I should make sure the character fits in the Quake Universe so we got some of the robotic elements.
So I guess, thinking about this as re-working of a character, this could be Xaero, after he gets defeated in Quake 3
The character is supposed to look somewhat emaciated, I watched the Machinist friday night and got some ideas on drawing skinny asss people, I still need to find some photo reference on the stomach. I also plan on stretching the mechanical legs a bit to make him look more bird-like.
Rough rough
Semi-Rough
Head
Please Critique the shit out of this, (Make me cry like a bitch with a skinned knee) I don't want to start modeling untill I have a refined character.
animeboyz, The concepts are looking pretty good, even though it looks as though you still need to flesh them out a bit more. Personally, I think the mask is way too long, and it seems though it would be a pain in the ass to have some that long shooting off your face, especially for someone like Xaero, because of all the jumping it does, but that again he has that fucked up little robotic arm or something coming off his side. I just think the mask should be shorter.
Animeboyz: You need to pay closer attention to human anatomy in your drawings. Mind your proportions, right now they are a little wonky. There's not much left of xaero in your concept, but its a cool one! I dont like those things on his back, it just looks like a big target to me. (q4 uses per poly collision detection if i'm not mistaken, so bigger model = easier target. (please correct me if i'm mistaken))
After overcoming an obstacle, i've finally been able to make some progress on my darling slash. I've finished unwrapping her, and now i am a little stuck again. I want the head to occupy the same uv space, but use a different local/diffuse/spec map. How do i do this? I've read how to do it in the past, but i've always used just one map for my models, so i honestly dont know how to do this. Please lend me your wisdom! Right now i just have the head uv's like i want them, only outside the "box", if you understand what i mean.. (like this!) When explaining this, pretend that you're talking to someone educated inside the penal system.
I've started the normal map in zbrush2.
(she does have her shoulder armor thing, just not in that picture.. i forgot, and i'm too lazy to take anoter snapshot.)
As soon as i sort out my uv problem, I'm gonna release an sdk if anyone want it. If anyone wanna rig her i'd be most grateful, since i suck at rigging. ("then you need the practice" yadayada.. i know, but i wanna make this as good possible. Sucky rigging would put a dent in the overall quality.)
//edit: If you feel that something is off, you're right. The green have been flipped to accommodate quake4's peculiar taste. The directx viewport shader doesnt share this taste.
If you want to avoid that then you have to use a standard rig. The available ones are all pretty much the same and a bit limited. At least they don't really allow for a woman with long legs
You can check out the standard rigs of the Corpse, Failed Transfer, Slimy Transfer and Tactical Transfer models by importing the md5meshes. These meshes are in the folder q4base\models\characters\player\player_corpse.md5mesh
Of course it's carried over into the md5. I don't know how your particular exporter handles naming the materials but if you don't like the names it gives just open the md5mesh with notepad and change those entries to the proper Q4 material names.
Awesome! I need a new Prior character for my online fragfests (Glumpf was my model of choice in Unreal ). Is this just straight box modeling in Wings? I'm really impressed by the super-clean topology.
Do you think you could release the very basic mesh as a learning tool? I'd really love to take a look at how you handle areas such as the shoulder and hands. Those always give me trouble.
ack.. I have felt the pain of zbrush and it burns!!!!
It was dumb to try and do hard surfaces in zeebrush.. so I think I will stop wasting my time on it. Maybe take a shot at a Uriel since he's flesh and cloth.. perfect Zee fodder.
because spacemonkey is hardcore!!
actually i tried doing Ranger in a similar way using only ZBrush and Arshlevon's base mesh... it stops being fun when you get on to the metal bits... best leave those to sub-d for the most part
space monkey. for hard edge would it be better to take your model; the LP one .
-add meshsmooth and some well place smoothing group
- render it to texture (Gray scale)
-convert the map to Nmap with nvidia plug-in
-set the mode to overlay Pshop?
-add your sbrush Nmap
i remember Pior did some quick tut about merging to Nmap in Pshop.
i dunno if it would be faster that zbrushing hardedge. ill try it asap.
[edit] that the one i was talking about
You can skip the greyscale step if you can set up gradients as textures that are mapped by vertex normals (it's possible in Blender, don't know about other apps).
YES! It isn't Quake without Homer! I recommend cell shading if possible. If this thread continues, I may actually buy Q4. Wish there was a way to uninstall the SinglePlayer aspect.
The game came free with my graphics card, I dunno if I would have bought it otherwise. I actually thought the single player portion was quite good. Certainly no Half Life 2 or anything, but it was pretty and somewhat entertaining. I haven't played much of the MP, but it's supposed to be very good.
Replies
Hehe quality. Id be tempted to take a loop from each leg and put em into the belly though
[/ QUOTE ]
my sentiments exactly. I'd also add some cake into those knockers. After all, in q3 lucy was.. blessed.
Spark
Seems like theres a bunch of us on the visor band wagon.:)
[/ QUOTE ]
That's because Visor was the shit!
Blitz, that's some cool stuff you got there!
I had a spare head collecting digital dust, so I decided to turn it into Visor.
my sentiments exactly. I'd also add some cake into those knockers. After all, in q3 lucy was.. blessed.
[/ QUOTE ]Yeah, I'll fix that in Zbrush. The extra loop in the stomach is probably a good idea though.
if you saw my crap thread you'll notice i also easily got Brak into Quake4 with a half-assed normalmap
the rigging/lighting result is pure crap, but nothing beats the satisfaction of seeing your first model working in game.
So, I thought,"Ok, Everythings skin tight. So I added some flowing drapery (which is going to be a bitch to anime :-( ) But, you guys suggest I should make sure the character fits in the Quake Universe so we got some of the robotic elements.
So I guess, thinking about this as re-working of a character, this could be Xaero, after he gets defeated in Quake 3
The character is supposed to look somewhat emaciated, I watched the Machinist friday night and got some ideas on drawing skinny asss people, I still need to find some photo reference on the stomach. I also plan on stretching the mechanical legs a bit to make him look more bird-like.
Rough rough
Semi-Rough
Head
Please Critique the shit out of this, (Make me cry like a bitch with a skinned knee) I don't want to start modeling untill I have a refined character.
Edit: Now they do...
Animeboyz: You need to pay closer attention to human anatomy in your drawings. Mind your proportions, right now they are a little wonky. There's not much left of xaero in your concept, but its a cool one! I dont like those things on his back, it just looks like a big target to me. (q4 uses per poly collision detection if i'm not mistaken, so bigger model = easier target. (please correct me if i'm mistaken))
After overcoming an obstacle, i've finally been able to make some progress on my darling slash. I've finished unwrapping her, and now i am a little stuck again. I want the head to occupy the same uv space, but use a different local/diffuse/spec map. How do i do this? I've read how to do it in the past, but i've always used just one map for my models, so i honestly dont know how to do this. Please lend me your wisdom! Right now i just have the head uv's like i want them, only outside the "box", if you understand what i mean.. (like this!) When explaining this, pretend that you're talking to someone educated inside the penal system.
I've started the normal map in zbrush2.
(she does have her shoulder armor thing, just not in that picture.. i forgot, and i'm too lazy to take anoter snapshot.)
As soon as i sort out my uv problem, I'm gonna release an sdk if anyone want it. If anyone wanna rig her i'd be most grateful, since i suck at rigging. ("then you need the practice" yadayada.. i know, but i wanna make this as good possible. Sucky rigging would put a dent in the overall quality.)
//edit: If you feel that something is off, you're right. The green have been flipped to accommodate quake4's peculiar taste. The directx viewport shader doesnt share this taste.
Are you going to animate it (or have that done)?
If you want to avoid that then you have to use a standard rig. The available ones are all pretty much the same and a bit limited. At least they don't really allow for a woman with long legs
You can check out the standard rigs of the Corpse, Failed Transfer, Slimy Transfer and Tactical Transfer models by importing the md5meshes. These meshes are in the folder q4base\models\characters\player\player_corpse.md5mesh
It wouldnt look right to see someone running with force skates!:D And the model doesnt fit the q4 bipeds by a long shot anyways..
Just started with a base model to be Z2ed, following Arsh's route.
I can see proportions tweaks to be done, will do that tomorow along with the first detail pass.
get yours moved btw piorou, we want more !!!
good start though
And that concept is pretty sweet anime. Not so sure about the pointy mouthpiece though.
I'll try to make it close to the original, except for the pants/boots maybe.
Will definately stick to nutcrackassstyle!
Do you think you could release the very basic mesh as a learning tool? I'd really love to take a look at how you handle areas such as the shoulder and hands. Those always give me trouble.
It was dumb to try and do hard surfaces in zeebrush.. so I think I will stop wasting my time on it. Maybe take a shot at a Uriel since he's flesh and cloth.. perfect Zee fodder.
Pior !! as always sAHwheat
but seriously, WHY???
actually i tried doing Ranger in a similar way using only ZBrush and Arshlevon's base mesh... it stops being fun when you get on to the metal bits... best leave those to sub-d for the most part
-add meshsmooth and some well place smoothing group
- render it to texture (Gray scale)
-convert the map to Nmap with nvidia plug-in
-set the mode to overlay Pshop?
-add your sbrush Nmap
i remember Pior did some quick tut about merging to Nmap in Pshop.
i dunno if it would be faster that zbrushing hardedge. ill try it asap.
[edit] that the one i was talking about
http://www.pioroberson.com/images/minitut_screwyou.jpg
http://img.photobucket.com/albums/v242/pior_ubb/pior_patriot_wip003.jpg
Avoiding the Smurf hat look is going to be tough!
His lucious round curves just scream for some high poly lovin'
mmm...normal maps
Nevermind the arms and shoulders...just stared on them.
Oh, and nice Homer.
http://img.photobucket.com/albums/v242/pior_ubb/pior_patriot_wip004.jpg
Yay for Omer!