
This One Will Be Interesting To Animate...
#15118 posted by
killpixel on 2017/08/15 01:05:12
started this guy last night
quick mockup sculpt before committing
modeling is slowly getting easier. maybe someday it will actually be fun :/

@killpixel
Niiice. Alreading looking great at this early stage.

Quake 2-stuff Is Here
#15120 posted by
quakeulf on 2017/08/15 03:28:31
Observe it on Twitter:
https://twitter.com/Colonthreee/status/897266449563099136
It's the chronologically last map of my upcoming Quake 2 singleplayer-unit btw.

Killpixel
#15121 posted by
madfox on 2017/08/15 20:27:02
Looks like a good base file!
Somehow gives me an Archville character.
If you want it animated, give me hint.

Thanks For The Kind Words :D
#15122 posted by
killpixel on 2017/08/16 22:47:27
started another one this morning:
heretic sculpt
original doodle from days long past
original sprite mockup
after getting two enemies and a viewmodel under my belt I feel brave enough to tackle something a little more ambitious. it's nice to finally see what he looks like in 3d. now i'll attempt to make him look a little less caco-esque :P (it's not a rip-off if you call it an homage, right guys?
...guys?)

I Like...
how elongated he is in the Sprite mockup as opposed to the others. Groovy design tho. Reminds me of an evil version of Hindu god Brahma.
http://www.lotussculpture.com/blog/wp-content/uploads/2013/03/8bc6a-210x300.jpg

@dumptruck
#15124 posted by
killpixel on 2017/08/17 00:42:38
yeah, I need to figure out what to do with that area. I put long hair there because I suck at drawing and didn't want to deal with it at the time, same goes for the top of his head. The drawings just serve as notes for when I "do it live" at a later time (which is now). I just overlayed the sculpt with the original drawing in photoshop and they actually line up quite nicely, so that's neat.
I recently discovered the
pain elemental from doom 64... so much for having a semi-original idea...

@killpixel
#15125 posted by
quakeulf on 2017/08/17 01:52:19
There are no original ideas. It's all about the execution. Take a concept and work on it until it looks good. Iterative design based on existing designs as a base is how most new things come into existence anyhow. When you made the design form the start you must have been inspired by something, so don't worry.

Killpixel
#15126 posted by
adib on 2017/08/17 03:10:12
I would call it Taenia, because it reminds me the head of a tapeworm.
I loved the design, congratulations.

Killpixel
#15127 posted by
Qmaster on 2017/08/17 03:35:50
All your stuff has an awesome Doom/AD/Retro vibe. Keep it up! Can't wait for your game to be finished.
#15128 posted by
killpixel on 2017/08/17 19:11:38
@quakeulf - I agree.
@adib - thanks! Taenia - tapeworm from hellllllll!
@Qmaster - appreciate it. I'm trying to be as authentic as possible, I think it will work out :)
Ok, I'm going to take a break from spamming this thread with non-quake stuff for a while. Here's one last little thing:
quick n dirty paintover using new sculpt.

@Killpixel
#15129 posted by damage_inc on 2017/08/18 13:58:38
I'm curious, are you using a hybrid Q1 + Q3 mapping setup?
If so, how did you implement "light styles"? DP's rtlights hand placed?

Dmg
#15130 posted by
killpixel on 2017/08/18 17:51:51
Maps are q3map2, I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around on quakeone if that's what you're looking for.
I have since switched back to lightmaps because the massive performance hit of rtlights isn't worth. That means no lightstyles currently, but I intend to get fbsp support into DP at some point.

Let There Be Light
#15131 posted by
Mugwump on 2017/08/18 18:54:20
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs. It's a bit of a shame to use an engine that can handle rtlights and not make use of them.
I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around
If your UI is better than these in any way, it would be nice of you to share.

Mug
#15132 posted by
killpixel on 2017/08/19 00:25:30
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs.
Lighting each map twice for no real benefit is something I want to avoid :P Lightmaps looks much better than rtlights (AO, bounce, more complex shading in general). The downside, of course, is the lack of lightstyles, but that would be resolved with fbsp.
Our editor is functionally the same as the editors for quake -- just some hotkey differences and default values adjusted to better suit the game's scale, which is different than quake.

FBSP?
#15133 posted by
Qmaster on 2017/08/19 00:30:53
What's that? I'm intrigued.

FBSP
#15134 posted by
killpixel on 2017/08/19 00:34:11
It's essentially q3map2 w/ lightstyles:
doot. FTE supports it, AFAIK.

Ok More Spam
#15135 posted by
killpixel on 2017/08/19 02:58:39
then I really am done for a while :P
oppressor base sculpt
original oppressor doodle
He's pretty goofy looking, but he reads pretty well in game.

@killpixel
Looks great... wonder what he'd sound like. ;)

Killpixel
(Speaking only for myself of course) please don't feel like you have to stop. I really enjoy seeing these. I'm excited about your game and it's interesting to see he process behind it.
Speaking of which -- this might be a stupid question, but how do the 3d models fit into your development process? I thought you were using sprites for all monsters and items, or has that changed? Or are the 3d models part of the process of sprite creation?
#15138 posted by
killpixel on 2017/08/19 18:37:13
@dumptruck - probably something along the lines of "mrwWAAAHRRGGuummmrrr" I reckon :P
@newbie - Thanks :D I intend to post, just in a less spammy manner (fewer, more consolidated posts with juicier content).
The models will become sprites in the end. Most sprites start out as either physical or digital models. Examples:
doom/doom2,
doom64,
blood,
duke nukem 3d/shadow warrior.
If anyone has stumbled across pics of heretic's or hexen's models I'd love to see them :)

Not Really A Screenshot Or A Beta But...
#15139 posted by damage_inc on 2017/08/19 19:09:16
Was chatting on the Q2 discord(Quakeulf) and I was reminded of and posted this:
https://cdn.discordapp.com/attachments/308335417105842177/348511293616947200/Q2Clock.jpg
Description: A one off, custom made, blood "splattered" metal
Quake 2 symbol clock! Made for me by a friend "back in the day".
It mostly collects dust these past 15 years, hehe!

Hexen Hide
#15140 posted by
madfox on 2017/08/19 22:56:35
great model there killpix!
Here 's an old site for hexen maps, models etc.

Madfox
#15141 posted by
killpixel on 2017/08/21 02:29:49
thanks, this is a cool resource :D

Looks Awesome!
#15142 posted by
Redfield on 2017/08/22 05:55:40
I'm actually excited to play this game of yours killpixel.