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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Tue Jun 10, 2008 9:00 pm Post subject: ShoTro's Quake One Modeling thread |

I got this idea from conceptart.org, sort of like a sketch book but for modeling. The idea is that I should at least produce one pic 3-4 times a week. I meant to do this yesterday so I can do a Monday-Wednesday-Friday thing, but I already blew it. XD
Just have to play catchup already, but the idea is to post pics or links to models I am working on, then get critiques or tips on how to improve them.
Since I have been feeling burned out in real life I decided to start things off with something fun: Actually a challenge a friend gave me after showing him all the crappy Halo mods for the PSP, "I bet you can't do better!" "Oh yeah?"
So here you go, my model of a SPARTAN in Mark V MJOLNIR Armor... most commonly known incorrectly as "Master Chief" from Halo, even though Master Chief (John 117) was only one of many.
Critiques and ideas suggested. Even about this thread existing.
Textured version of this model forthcoming.
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.
Last edited by ShoTro on Thu Jun 12, 2008 10:03 pm; edited 6 times in total

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Jun 10, 2008 9:57 pm Post subject: |

Looking pretty good, quite identifiable even without being named, so I'd call that a success. However the game is called Quake, not Quake One or Quake1 or Quake Classic or QuakeWorld ; ) Just good ol Quake

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Wed Jun 11, 2008 2:32 am Post subject: |

scar3crow wrote:
However the game is called Quake, not Quake One or Quake1 or Quake Classic or QuakeWorld ; ) Just good ol Quake

Yeah, I know that, you know that, but I can't talk to my friends and say Quake, elsewise they tend to think Quake Wars or Quake 4. I get very very tired of explaining that there was, in fact, a first that was very much unlike what we have now.
Thanks for the praise though, I have identified a few points where I can reduce the poly limit a bit more, but that will have to wait a couple days as I have a much more polished model in store for tomorrow if I have time.
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Wed Jun 11, 2008 4:15 am Post subject: |

Looks good... now what about Master Chef? _________________ zbang!

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Wed Jun 11, 2008 6:34 am Post subject: |

I likey, except for the head. Heads/faces are generally important for character recognition and believability, I wouldn't mind seeing you waste some polys on getting the face like it's in Halo or atleast somewhat closer to. Good job! _________________
Look out for Twigboy

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Wed Jun 11, 2008 3:35 pm Post subject: |

jim wrote:
Looks good... now what about Master Chef?

If I am really bored, I can totally do that.

Urre wrote:
I likey, except for the head. Heads/faces are generally important for character recognition and believability, I wouldn't mind seeing you waste some polys on getting the face like it's in Halo or atleast somewhat closer to. Good job!

Yeah, I am not too happy with the face, I know it juts out just a bit but I can't seem to get it right, I will start texturing and see what I can do visually, if it works as is or should I do more. I dropped about 40 verts this morning on the model, so adding to the face shouldn't be an issue, he looks more like an earlier Mark (III or IV?) then a Mark V right now.
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Jun 12, 2008 12:49 am Post subject: |

too big, moved to a thumb at the top of the thread. _________________ Shoot everything that moves. When it stops moving shoot it again just for good measure. Last edited by ShoTro on Thu Jun 12, 2008 10:01 pm; edited 1 time in total

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Jun 12, 2008 12:56 am Post subject: |

cool doomguy mate _________________

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Jun 12, 2008 3:05 am Post subject: |

Visor area could use a little more definition, the visor doesn't connect exactly to the helmet there's a slight indent for the distinguishing effect for the point-of-connectivity. Do that and the model'll look a bit better imo. I like how you kept the top part of the helmet properly intact though.

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Thu Jun 12, 2008 3:44 am Post subject: |

Aah, and here's the Master Chef _________________ zbang!

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Jun 12, 2008 4:19 am Post subject: |

RenegadeC wrote:
Visor area could use a little more definition, the visor doesn't connect exactly to the helmet there's a slight indent for the distinguishing effect for the point-of-connectivity. Do that and the model'll look a bit better imo. I like how you kept the top part of the helmet properly intact though.

Yeah, didn't really notice that until I textured it. I am going to finish it as is first then go back to fix that if possible.
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu Jun 12, 2008 4:21 am Post subject: |

Haha, lookin' good there ShoTro! Sorry I haven't gotten back to you on the PM's yet, workload right now is absolutly horrid. If things keep up like this, I probably won't have anything ready for qExpo... _________________ "Roboto suggests Plasma Bazooka."

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Jun 12, 2008 9:57 pm Post subject: |

Dr. Shadowborg wrote:
Haha, lookin' good there ShoTro! Sorry I haven't gotten back to you on the PM's yet, workload right now is absolutly horrid. If things keep up like this, I probably won't have anything ready for qExpo...

Sok, I am working on something worth while that isn't a mod... but is something that will make a LOT of people happy. If I can get it to work.
Texture done!!! OMG, this almost killed me.
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Fri Jun 13, 2008 6:39 am Post subject: |

what app are you using to make these? are you thinking of animating and releasing? are you going to include a gun in the model? will the animations match quake's player.mdl animations? _________________
Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Fri Jun 13, 2008 6:40 am Post subject: |

Error wrote:
what app are you using to make these? are you thinking of animating and releasing? are you going to include a gun in the model? will the animations match quake's player.mdl animations?

If he keeps the bones intact I can really do some awesome work in a mod
Edit: I've coded a needler before, A Haloish mod would be cool.
Rebalancing the Quake universe versus a grenade throwing assault rifle using masterchief with enemy drops for guns would be fun; not realistic obviously since both universes are so damn different but I'd be fun to max my creativity

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