i like that. the texture on the visor area is pretty cool.
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above site is filled with warez and stolen content. he spammed it to i3d too.
oic, seems like there's download links off of file locker sites. :S
Yeah - Thats Fairly Hideous
What A Waste Of Time
I still don't understand why you'd want to make super-hi-res textures to put on ancient 300-poly models that animate choppily and have 8-bit vertex precision.
I mean the law of diminishing returns is going to kick in pretty fucking soon isn't it? :p
some of the skins look cool but they should really be looking at remodelling them too else it's a bit of a waste..
I don't understand the need for new models. Sure, the original are insanely ugly, but the same goes for the level brush-work. should we bash rygel for having made his hi-res textures instead of recrafting all the maps??
Part of the fun is in making appear new and detailed something that is not.
The nostalgia factor have a big part in the process, infact a remake with a new engine would be seen as a completely different beast from the community. For me this is revival.
Is this fanboy-ism? No, I'd like higher-poly models too, but that doesn't dimish my desire for these skins. Maybe in the future we'll have new models too, even from this same team, it seems.
Super-high detailed skins with full specularity, bumpmaps, chocolate sauce etc are a bit incongruous with the 300 poly models. Making the skin map so advanced actually draws attention to the primitive model it's going on.
It's beyond diminishing returns, it's almost negative returns as you keep upping the resolution in my opinion. I think the sweet spot is probably 2x or maybe 4x at a push, and keeping it just at the diffuse textures.
I think the artists are very skilled actually, but have to agree that it might be misplaced effort. I'd love to see faithful 1-2k poly monster replacements though, combined with 4x res faithful skins, that could be beautiful and very worthwhile.
I take your point you made using Rygel's textures as an example, but at the same time, you can load a more modern map with better brushwork that deserves the textures, but you'd have to make new high-res skins if you made high-poly models.
I share your excitement at seeing things that were not previously, look detailed and new, especially when it comes to games I love like Quake. It's awesome to see things brought up to date.
I really disagree that this is the optimum direction for a graphical reboot though. Opinions may vary of course. If it was down to me, I'd go for slightly above Quake 3 quality graphics, but with everything very consistent, coherent, and at the same level: models, skins, textures, particle effects, etc.
All that said, it's fun to see what they're doing, it's nice stuff, even if I wouldn't want to have those skins always turned on in Quake by default!
Rygel did NOT make all those textures himself. He used the Quake Retexturing ones as base.
Also, they look rather weird with all their comical reliefs and stuff.
starbuck is almost right, more or less like the previous comments, in the sense that with new models all would be better, but I disagree with the sentence on diminishing return: it's true that maps and models remain extremely sharp, but having seen the final result, it's not bad like you're suggesting.
They worked right to dissimulate the low polycount, adding details where it made sense, avoiding for example to paint false 3d elements where it was too evident.
the only one i don't really like is the fiend. i don't like that ugly snout that was added. it just doesn't seem to fit in for me.
shub niggurath looks wild though! i kind of like this look more than the original bleeding gashes.
We have to consider that making skins is fairly easy, at least compared to the modelling process for quake, that is unfriendly to say the least.
I'm glad too they redesigned a few monsters, 'cause Shub and Chthon are surely better than the originals.
also that it's not really worth making 'high res' models of the original ones because the q1 mdl format is... well, quite bad. accuracy is terrible (well known 'vertex dancing' effect) and the limits are pretty low. i believe max 1024 tris or something? also, lack of real uvw mapping and having to rely on simple planar projection (front/back only or breaking model apart) means making a skin for a high poly model would be quite annoying.
if it was for a special engine with, for example, md3, then it would bear looking at. but even md3 is not that great. iirc, q3 models are also open at the texture seams.
Theres Pletny Of Great Md3s
so i think that's a good enough standard
quake modelling is not annoying, it's only extremely tedious. even porting md3 files to mdl is prone to many errors.
Make sure to use Qwalk and send feedback to Sajt so he finishes Qwalk2:
(Been a while since I used that search site)
You can use Google directly like this:
So This Project Seems To Be Dead....
At least according to this forum post on quakeone.com:
It seems that post was a joke. They actually have a new release tomorrow.
Apparently the "joke" was unwanted and consequential to an error..
It doesn't matter anymore, the full pack has been released.