 New Enforcer
#15302 posted by Chillo on 2017/10/30 06:03:02
 Looking Tasty
#15303 posted by Esrael on 2017/10/30 07:29:02
Liking the screenshot! What inspired you to remodel the enforcer, in particular? :)
 @Chillo
Very nice work. It's very subtle at first glance. I went back and forth between the original and yours. The differences are very subtle. More polys for sure but still old-school looking. I like it but I wonder if there's just a bit more detail you could add to the skin or something else to distinguish this from the original? I know it's a fine line though. Overall great work.
#15305 posted by metlslime on 2017/10/30 07:42:31
if it's supposed to be a replacement, it probably shouldn't look distinct from the original.
#15306 posted by metlslime on 2017/10/30 07:42:41
also, nice work
 Enforcer
#15307 posted by Chillo on 2017/10/30 08:21:40
@Esreal I wanted to start remaking all the monster models in time. The enforcer is just one that I haven't seen anyone else remake yet, so I figured I'd go with him early on.
@dumptruck_ds I struggled with the concept of adding more differentiations on my model. it would be great to eventually tweak the skin and animations to where it still fits Quake, but is also more noticeably different.
@metlslime yes, i want it to look like it fits Quake, but I do intend on changing it up a little in the future, so that the player easily notices that it is a replacement model.
Thank you all for your kind words.
 Generally Replacements Are Best Done By Improving Quality.
#15308 posted by Shambler on 2017/10/30 10:24:40
Rather than radical changes. I think this fits the bill :).
 Awesome, Chillo!
#15309 posted by killpixel on 2017/10/30 15:45:34
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.
Great model and I look forward to your treatment of the other enemies!
I noticed this has 270% more triangles than the orginal. The future is now!
 Awesome, Chillo!
#15310 posted by killpixel on 2017/10/30 15:45:54
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.
Great model and I look forward to your treatment of the other enemies!
I noticed this has 270% more triangles than the orginal. The future is now!
 I Just Had To Say It Twice!
#15311 posted by killpixel on 2017/10/30 15:47:24
but yeah, I pressed submit once...
 @metlslime
if it's supposed to be a replacement, it probably shouldn't look distinct from the original.
The recent Orge and Shambler replacement models are quite distinctive and got a bunch of high praise. This one seems so close to the original that I wonder if it was worth the effort.
Good example of what I mean:
https://www.youtube.com/watch?v=D-VTyozbUvs&ab_channel=RenierBanninga
#15313 posted by metlslime on 2017/10/30 19:54:20
I don't see that replacement shambler as distinctive. It seems to stay true to the visual design of the original, including the colors, sillouette, etc. and simply adds a little more fidelity, fixes ugly texture seams, etc.
 Avant-garde Enforcer
#15314 posted by Redfield on 2017/10/30 20:52:18
Looks very good, nice touches while still staying true to Quake. Good job!
 Enforcer Model Looks Good
I vote for NOT making it more distinct. The good replacement models in my opinion are the ones that don't immediately jump out at you as new and different, but rather are just subtly improved (matter of opinion, of course). That replacement Knight by Capnbubs would be a good example, as well as most of dwere's replacement weapon models.
Am I the only one who really doesn't like Skiffy's Shambler as a replacement? I mean, I respect the work that went into it and it's incredibly well done, but it looks completely out of place with its smooth curves and high-res textures.
 @former_total_newbie
#15316 posted by Chillo on 2017/10/30 23:32:06
I really like his shambler, I just think he should redo the rest of the monsters to follow suit. Until then, it is incredibly out of place.
 @Chillo
#15317 posted by damage_inc on 2017/10/31 01:31:28
Very nice faithful remake, good job.
My only question is, why is this enforcer so "jiggily"? Standing still in E2M1 he resembles a bowl of jello!!
Much more dramatic than stock models. Is this a Quake .mdl format limitation/issue? The higher the poly's the higher the drifts?
 Enforcer
#15318 posted by madfox on 2017/10/31 06:07:36
Good model Chillo!
It's a bit rougher than the original, as it comes out to be more solid.
I miss the gunflare.
Qmle has a poor grid (512x512?).
When scaling a model down to get it fit in qmle, it often has given me a jiggled size. Then I tried to start them the right size, so small movements don't get scattered.
 @Esrael
#15319 posted by spy on 2017/10/31 14:43:26
Thank you for the tips and demos
 Jell-o
#15320 posted by Chillo on 2017/10/31 17:14:44
Yes, there appears to be some jiggling (Seinfeld reference).
I may need to rework the model completely. It wouldn't be too big of a deal. Right now, I'm remaking the fiend, and making sure the vertex wobbling doesn't occur any worse than the original model.
If that model comes out looking solid, I'll apply that technique to redoing the enforcer.
Thank you all for the support and suggestions!
#15321 posted by killpixel on 2017/11/03 02:59:28
 Apart From The Skating.
#15322 posted by Shambler on 2017/11/03 10:08:23
That is cool as usual :)
 Love It
#15323 posted by Redfield on 2017/11/03 10:13:58
That shotgun reload is very smooth. Great stuff:)
 @killpixel
Agree with Shambler about the skating... loving each update. Cannot wait for this.
 Glad You Guys Dig It
#15325 posted by anonymous user on 2017/11/03 19:54:39
skating
I'm using func_train for lighting tests. feet will get dialed in when working on the actually entity.
Cannot wait for this.
you and me both!
 BETA: The Dreaded Dreadbase Of Dread
#15326 posted by SavageX on 2017/11/03 21:36:59
Hi there,
some time ago I wrote a tool to mass-convert directories with textures to Quake .wad files (https://github.com/maikmerten/QuakeTextureTool). One of the texture sets I applied this to were the textures from FreeDoom.
Clearly, I had to try these textures in a map.
The result (I still consider this unfinished, but playable - a *beta*) is "The dreaded dreadbase of dread". This is my first Quake map, so I'm not sure if it is a) somewhat fun and b) if the difficulty is roughly okay. I can breeze through this thing quite easily, but then again this map offers no surprises for me.
Screens:
http://maikmerten.de/base1/base1-1.jpg
http://maikmerten.de/base1/base1-2.jpg
http://maikmerten.de/base1/base1-3.jpg
http://maikmerten.de/base1/base1-4.jpg
Download:
http://maikmerten.de/base1/base1.zip
(Includes sources, the .bsp and .lit).
I'd be interested to know if this is something that can be salvaged into an enjoyable map.
SavageX
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