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Additional Quake Player Animations?
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Tue Mar 24, 2009 3:59 am    Post subject: Reply with quote

Definitely a plasma gun, though it could also be for a ridiculous shotgun, or a hyper-sonic high yield rocket launcher (the sort that would stab right through a shambler and keep on going - maybe reach deep into shub, and explode her from the inside, severing her in half...).

This is all good stuff, I hope this sets a standard for Quake model remakes, as it actually feels like Quake to me - you didn't "reinterpret" any of it with the excuse of a low poly base, but rather, just made the Quake guy again.

Now if only we could get some drama shots of him in various poses with different guns in maps with some rtlights going on....
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Electro



Joined: 29 Dec 2004
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Location: Brisbane, Australia

PostPosted: Tue Mar 24, 2009 9:32 pm    Post subject: Reply with quote

Cheers Smile

Yeah I'm sure once he's animated someone can get pics of him realtime lit in maps. There will be lots of animations to choose from if I can actually do all the ones people have listed. Will take me quite a while though! I'll just focus on getting the default animation set done first of course, then do a release with that. Then do a 2nd release that is a bunch of additional animations that should be good for modders Very Happy
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Tue Mar 24, 2009 9:45 pm    Post subject: Reply with quote

Electro wrote:
There will be lots of animations to choose from if I can actually do all the ones people have listed.


you don't have to do the "onfire" ones, i don't think anyone will use it

[i still say it would be entertaining]
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ceriux



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PostPosted: Wed Mar 25, 2009 2:07 am    Post subject: Reply with quote

that or a flame thrower kinda, i think it could be used for all sorts of types of weapons.
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Wed Mar 25, 2009 7:26 am    Post subject: Reply with quote

Electro: something which would help the community even more, and although I know it's not common practice for artists, would be if you released the source files for the model(s). This would include but not be limited to things such as the skeleton for animation, photoshop files for skins and high-poly models. Imagine being able to convert the model to any and all the supported formats of various Quake engines, as well as future formats. Not only that, but be able to expand on the animations, or add to his appearance, basing new characters on him and so forth.

Why I'm asking is because as I understand it, you're already planning to release it on such a basis that people can use it in their mods and redistribute it, so I figured the step towards opensourcing it wouldn't be too big.

Would you consider it, I'd recommend a mixed license, similar to Twig, which allows using it in closed source projects as long as they're non-profit, but also allows converting it to an opensource license which protects the opensource status (GPL) but not one which doesn't (BSD) because otherwise it could be sold closed-source.

Think about it Wink
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Electro



Joined: 29 Dec 2004
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PostPosted: Wed Mar 25, 2009 11:25 am    Post subject: Reply with quote

Urre: This is something that I will give serious thought to after the model has served some time in my portfolio.

A lot of things that people don't realise when it comes to next-gen assets and source data is how huge it is, and how much work they are (even moreso to modify in some cases).

People can't expect to be able to move some verts on the model to change proportions or just make a buldge and slap a texture on it and think they'll have a backpack. It completely breaks the normalmaps, even moving the vertices the slightest will throw off the normalmap and there will be weird results.

So to allow people to edit it fully, they would need all the original high poly source assets. To give you a rough idea of filesize alone (not to mention needing the hardware to run it) ... my q1ranger folder is around 4.2gb. This includes 3 (diffuse/normal/spec) photoshop psd files that weigh in around 40mb each. The other bulk of large files is from max high poly and mudbox (these are the main culprit).

When it comes time to do a release of a package though, it'll most likely just be a kind of animation package. Which will include the final low poly (heh, 10k) character, with the rig that can be animated. This will of course include all the animations I did so people could use those as a base to work from.

Ah the pitfalls of 'next-gen' (current gen).

I wish I got into the games industry a lot sooner.. making art for the original quake stuff would have been a breeze and so fast compared to all this mumbo jumbo. Smile

Short answer: Yes, just wait a while. Wink
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r00k



Joined: 13 Nov 2004
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PostPosted: Wed Mar 25, 2009 3:59 pm    Post subject: Reply with quote

Nice work! Looking good!

Quote:

I wish I got into the games industry a lot sooner.. making art for the original quake stuff would have been a breeze and so fast compared to all this mumbo jumbo


Soap Box engaged:

True, but the point of most people even doing anything remotely useful in Quake 1 is to add to their portfolio. So as it would be a good 40 hours work to crank out a player model with the same polycount as the normal player model (give or take), which would be great for most purists, it wont happen because everyone wants to overkill the media instead of just making it usefully viable Neutral
Soap Box Disengaged:

But, on the plus side in time the community will have a better looking player model than quake 3 ! Woot! Keep up the good work Electro, can't wait for the finished product! Currently I've been using Moo's md3 player model, and have dynamic colored teamskins working perfectly. Hopefully your model will fit seemlessly aswell Very Happy
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Jay Dolan



Joined: 22 Jan 2008
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PostPosted: Fri Mar 27, 2009 12:10 am    Post subject: Reply with quote

I'm really pleased to hear that you'll be including the Quake2 frame sequences. This guy will absolutely be making an appearance as the default model in Quake2World. Truly awesome work, and I commend you on making it available to the entire community.
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Electro



Joined: 29 Dec 2004
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PostPosted: Wed Apr 15, 2009 12:14 am    Post subject: Reply with quote

Jay Dolan: hah yep cool Smile

r00k: hopefully it works easily, yep! Razz

Here's a small update, sorry for the lack of updates been busy with moving house and working a heap on pro-x for an upcoming clan arena tournament.

My guy is slightly taller than the original because he's not rigged (and thus not posed with bent knees etc) yet.


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scar3crow
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PostPosted: Wed Apr 15, 2009 1:27 am    Post subject: Reply with quote

All this shows is that the original Quake Guy has no respect for authority! Look at that posture, hes not at attention at all!

Conveniently this lack of respect for authority is why he was late for work one morning, and thus wasn't Gruntified by Shub, and thus survived. Therefore, your Quake Guy will die a sudden and violent death followed up by Shub-possession!
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MeTcHsteekle



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PostPosted: Wed Apr 15, 2009 1:55 am    Post subject: Reply with quote

quoth the scar3crow; "nevermore"
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Jay Dolan



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PostPosted: Thu Dec 10, 2009 9:42 pm    Post subject: Reply with quote

Bump -- any updates on this Electro? Smile
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