the Razor model and the Bitterman model is just the same, only animated different. Yes you can take the bitterman skin and aply it on the Razor model and it will fit, you will miss like a bag on the belt wich Bitterman has and it will miss texture for a knife that the Razor model has. c'mon, gamers should know this stuff.
In other words, If he is makeing the head like the Bitterman model it's allright, cause the Razor model (Wich is teh model the Patriot skin in applied on) has a head in the exact same shape.
Then again there can allways be improvments, a not would be in it's place. But ther is surtenetly nothing wrong with doing it as it was in teh original.
[ QUOTE ]
the Razor model and the Bitterman model is just the same, only animated different. Yes you can take the bitterman skin and aply it on the Razor model and it will fit, you will miss like a bag on the belt wich Bitterman has and it will miss texture for a knife that the Razor model has. c'mon, gamers should know this stuff.
In other words, If he is makeing the head like the Bitterman model it's allright, cause the Razor model (Wich is teh model the Patriot skin in applied on) has a head in the exact same shape.
Then again there can allways be improvments, a not would be in it's place. But ther is surtenetly nothing wrong with doing it as it was in teh original.
[/ QUOTE ]
I think everyone here knows that, but the original was that way because of limitations. Why carry over this to the remake? But i'm sure it will look smoking with a flag texture, so i'm not gonna bitch anymore about it. Pior knows his stuff.
OK, off topic a bit: I'm getting a handle on Zbrush right now and practicing creating 'Hellboy'(Work In Progress) based more on the comic than the movie. When this is finished, I feel I will be better suited to take on Slash.
I'm shure those out there with alot of Zbush experience see alot of problems, but I'm just starting to learn it.
sweet zatoichi and mop! ere, how did you do the eyeballs? just model a hole and stick em in after in max? I'm finding it a tricky area in human faces, I usually model around a sphere, which I don't get how to do in zb. Markers?
Heh, that is the one area that wasnt clear on the original Sorlag model... were those pointy things comming from the chin or large teeth. I decided to make them more 'T-rex' looking teeth, but this looks just as sweet. Just a critique IMHO, I would emphasize the cheekbones, eyebrow bone and the bony crest more.
Good crits all, stoofoo said much the same to me in IRC last night - a problem with me in ZBrush is that I get lazy and want to finish the mesh fast, so after large-detail sculpting, I just go crazy in projection master and call it done, entirely skipping the mid-level detail step
Rooster: The eyes there were just sculpted using the Std, Smooth and Pinch tools.
Slash: Good point on the "more menacing" thing, I'm working on it
Amazing models, can some of you are interested to remodel the Quake 2 models, the Team Blur is making a mod that allow hig polygon models and other stuff like Q4, I make concepts but this are awesome, please visit www.quake2evolved.com, searc in forums and please model something for this project!
Oh, and not wanting to "Jack" anyone else's thread (since I started this one) there is a nice write-up about how the "HELLCHICK" that is currently being made in 3+ threads came to be, written by the "Hellchick" herself over at: http://www.hellchick.net/mtlog/archives/000058.shtml
I noticed you have a lot of 'bobbles' in your model. When you are paiting in zbrush, try and bump up the mouse average or even drop in to projection master and use the deco brush .
I think you need some sharper edges too. perhaps try and reimport the your base model in to the loweest level , that helps quite bit in my experience. kind of pushes the details out a bit
I'm still early in development so theres not much refinement in the way of hard edges yet. How can you reimport a mesh without losing all the higher levels of detail?
you can reimport the base level mesh from max, just make sure its an edit poly mesh
So yeah make some changes in max to the base model, go back to the base level in zbrush, then reimport the base mesh from max.
the changes will follow through the subdivision levels
you're mad, dave, maaaad!
Looks pretty good but still got that zbrush lumpiness to it, i'm pretty sure the majority of hard surfaces done outside of zbrush usually results in a better look... but hey, worth an experiment
fookin eck, you're making a fair go of it.. great so far. I kinda agree with mop about making tech outside zb, but on the other hand you're pretty handy with the ol zbrush and I reckon if you kept going with it, and a bit of pinching in the right places you'll shake off them lumps for sure
For some reason, Crash's legs look waaaay out of proportion with the rest of the body.
"Pinch" and "Smooth"... pinch and smooth is what I have been doing alot of in Zbrush to get harder edges. I just wish there were a slider for "Smooth" intensity. Right now I keep having to change polycount to intensify/detensify its power.
I just recieved a mail from raven regarding ppms questions I had, they told me that the menu selection thing will be fixed in the next patch, and it seems they are aware of that thread and looking forward to the models.
they may also post something here once the issue will be fixed.
[ QUOTE ]
I just recieved a mail from raven regarding ppms questions I had, they told me that the menu selection thing will be fixed in the next patch, and it seems they are aware of that thread and looking forward to the models.
they may also post something here once the issue will be fixed.
Zatoichi: There is a slider for Smooth intensity. Click on the Smooth brush (don't just press Shift), and change the Intensity slider at the top right. Then switch back to Std brush, and whenever you hold down Shift and paint it should use the intensity you've set before.
yep! I really miss that feeling of weight that the bulk of the Q2 RL gave. After I finish this project i'm working on right now i'll finish this one up. Then hopefully onto some character work!
Just a personal opinion. Even tho Lucy was a BIG woman, she was also a badass. She was a prison guard who crossed the line and ended up fighting for survival. This Lucy looks more like an old obese crackwhore who can barely fight gravity.
Hey, MoP. Intensity slider... top right... where? What is the exact term for the slider? All I see is the "Edit Curve" below it. No slider popped up. Do you mean "Z Intensity"?
EDIT: Waitaminute... I just figured it out. It IS "Z intensity", right? Saves each transformer's Z intensity settings. Ahhh. For some reason pressing Shift dosn't load it's setting.
LOL! That's a good tip. Pressing shift w/o setting the "Smooth" tool first will leave it at it's default full "100" intensity setting!!! Freakin Gnomon Zbrush DVD didn't state that.
RE: Crash in z.
Thanks guys, it was a fun test. Yep, I really would do all the hard edged stuff in max if I where you... loooots of polishing and smoothing and pinching to do basic stuff. I may just rip some parts out and finish her in max later. Right now I am tinkering with the Strogg gunner from quake 2 (remember the mohawk guy). He is 90% max and a little z. I was thinking if you build a hard model and bring it to z, then apply divide with smooth off a couple of times you get a hard edged surface which you can then paint organics on. It works ok. Good for small peices like this lasses legs.
Long story short, player models are now their own entityDef type (playerModel) and are all loaded into the selection menu on load. There's also a small change to setting up models with interchangeable heads, but it's easily taken care of. (This does assume you're familiar with the process of setting up a D3/Q4 model in the first place).
Anyway, been really cool browsing this thread (and the other side threads) seeing what you guys are coming up with... there's some really great stuff here. Hope to see them in-game soon!
if anything's not clear, you're welcome to contact me directly or shoot a mail to our q4editing@ravensoft.com address
Replies
here's Sorlag somewhat recast as more Skeksis-like, generally more cowardly but with less of a tiny dinosaur head and more lizard-y overall:
EDIT:Feminine in the costume at least. I don't think lizard boobs are really necessary...
I had a better version of the bandana but lost it all in a crash. Haha!
I agree tho, it does have a certain smurf quality to it, but it has to be the most pimpin' papa smurf on the street.
In other words, If he is makeing the head like the Bitterman model it's allright, cause the Razor model (Wich is teh model the Patriot skin in applied on) has a head in the exact same shape.
Then again there can allways be improvments, a not would be in it's place. But ther is surtenetly nothing wrong with doing it as it was in teh original.
Anyways, I'm moving all my Patriotism to it's own thread as I don't want to hijack that one too much.
Keep the Q4ers coming!
the Razor model and the Bitterman model is just the same, only animated different. Yes you can take the bitterman skin and aply it on the Razor model and it will fit, you will miss like a bag on the belt wich Bitterman has and it will miss texture for a knife that the Razor model has. c'mon, gamers should know this stuff.
In other words, If he is makeing the head like the Bitterman model it's allright, cause the Razor model (Wich is teh model the Patriot skin in applied on) has a head in the exact same shape.
Then again there can allways be improvments, a not would be in it's place. But ther is surtenetly nothing wrong with doing it as it was in teh original.
[/ QUOTE ]
I think everyone here knows that, but the original was that way because of limitations. Why carry over this to the remake? But i'm sure it will look smoking with a flag texture, so i'm not gonna bitch anymore about it. Pior knows his stuff.
I'm shure those out there with alot of Zbush experience see alot of problems, but I'm just starting to learn it.
Mop: that looks sweet, i only have one crit, and that is that she looks too gentle and kind right now. Make her more menacing!
Rooster: The eyes there were just sculpted using the Std, Smooth and Pinch tools.
Slash: Good point on the "more menacing" thing, I'm working on it
Heh, that is the one area that wasnt clear on the original Sorlag model... were those pointy things comming from the chin or large teeth
[/ QUOTE ]Given that they're not on Hunter's Sorlag skull helm, it seems likely that they're chin spikes.
http://mr2k.3dvf.net/frameset.htm
Look in "Archives" at the bottom you will see HUNTER
Its all in french, and I dont know if he even finished it? Does the artist lurk in this forum? His site says he is working at ATTITUDE Studio, S
http://www.hellchick.net/mtlog/archives/000058.shtml
Lucy is coming along quite well. Still a long, long way to go yet.
Looking sweet so far Jackablade, once you've smoothed out the lumpiness of the lines on the model, I reckon she'll look bang on
I see a bit of Cathy "Waynetta Slobb" Burke in the face
I think you need some sharper edges too. perhaps try and reimport the your base model in to the loweest level , that helps quite bit in my experience. kind of pushes the details out a bit
So yeah make some changes in max to the base model, go back to the base level in zbrush, then reimport the base mesh from max.
the changes will follow through the subdivision levels
Heres a crash / phobos wip. Not sure if I will get time to finish this experiment.
Looks pretty good but still got that zbrush lumpiness to it, i'm pretty sure the majority of hard surfaces done outside of zbrush usually results in a better look... but hey, worth an experiment
"Pinch" and "Smooth"... pinch and smooth is what I have been doing alot of in Zbrush to get harder edges. I just wish there were a slider for "Smooth" intensity. Right now I keep having to change polycount to intensify/detensify its power.
they may also post something here once the issue will be fixed.
I just recieved a mail from raven regarding ppms questions I had, they told me that the menu selection thing will be fixed in the next patch, and it seems they are aware of that thread and looking forward to the models.
they may also post something here once the issue will be fixed.
[/ QUOTE ]
EXCELLENT !!!
Vahl: Great news!
EDIT: Waitaminute... I just figured it out. It IS "Z intensity", right? Saves each transformer's Z intensity settings. Ahhh. For some reason pressing Shift dosn't load it's setting.
LOL! That's a good tip. Pressing shift w/o setting the "Smooth" tool first will leave it at it's default full "100" intensity setting!!! Freakin Gnomon Zbrush DVD didn't state that.
Thanks guys, it was a fun test. Yep, I really would do all the hard edged stuff in max if I where you... loooots of polishing and smoothing and pinching to do basic stuff. I may just rip some parts out and finish her in max later. Right now I am tinkering with the Strogg gunner from quake 2 (remember the mohawk guy). He is 90% max and a little z. I was thinking if you build a hard model and bring it to z, then apply divide with smooth off a couple of times you get a hard edged surface which you can then paint organics on. It works ok. Good for small peices like this lasses legs.
As promised, with the release of the 1.1 beta patch, here's the info on how to get your player models set up to show up in the model browser: http://www.iddevnet.com/quake4/ArtReference_playerModels
Long story short, player models are now their own entityDef type (playerModel) and are all loaded into the selection menu on load. There's also a small change to setting up models with interchangeable heads, but it's easily taken care of. (This does assume you're familiar with the process of setting up a D3/Q4 model in the first place).
Also, using the addon pack setup (http://zerowing.idsoftware.com/linux/doom/AddonPaks), player models should also be able to be included as server-side downloads and be spread to players that way.
Anyway, been really cool browsing this thread (and the other side threads) seeing what you guys are coming up with... there's some really great stuff here. Hope to see them in-game soon!
if anything's not clear, you're welcome to contact me directly or shoot a mail to our q4editing@ravensoft.com address