ZBrushCentral

Quake Project: Monster Models for Quake Mod

Again, sorry for the lack of updates, but I’ve been having some personal stuff going on lately, and that had to take precedent to work.

I started the Demon Friday, but I couldn’t work all weekend… Yada yada yada, you don’t care about that, here’s the update.

[attach=23058]Demon_01.jpg[/attach]

Obviously, there’s a lot of work to do on this guy, but I thought I’d up the update to help the thread, and show you how ****ty my models look in the beginning. :smiley:

so you’re using zsphere to start ure models?
concerning the orc, there is a simple way to make him looke more fatty and weighty by using the deformation gravity to some extend and replace stuff usinng the move tool…you get great result with it…
anyway, hope ull be posting update of this monster soon ! im doing mine as well (have some time to kill so started a quick head monster)…im experiencing some trouble with zbrush for some reason and try to find out why…anyway
hope alos your personal stuff have been sorted too :wink:

Today I noticed the QuakeRemix site was hacked - what a nice thing to do…
Great models, keep it up!
Sav

Abe, Yeah, I’m trying to get most of my models started with ZSphere’s as they are great for low poly stuff, and for whatever reason, they help give the characters a little more personality than regular box modeling. At least for me anyway. :smiley:

Deformation gravity, huh? I only saw that in ZB casue you mentioned it, but it looked like all it did was change the lighting for this demon. I’ll take your word for it, though, and check it again in a bit. I think I would have had better results for the weight and fattiness of the Ogre if I would have known earlier that he was supposed to be fat. I could have made a better base, and it would have been all around easier, but it doesn’t matter now. And it was my own fault for not asking.

About the personal stuff, is that ever truly sorted out. :wink:

Sav, yeah some *******s hacked the site. I don’t know why they’d do that, it’s not like there’s a lot of traffic there for people to see their “great” accomplishment. Besides, it’s for a free mod, what’s the point? Ah well, I guess *******s will be *******s.

Anyway, I’m picking up some steam with this model after being gone for a few days, so I should have some updates for you guys soon.

Ok, I saw that it helps to change the camera angle after adding that Gravity deformer to your model. :smiley: I tried it, saw the shadows change, thought, so what? That’s not doing anything really. Then I changed the camera angle… Thanks, Abe, I’ll remember that one :wink:

Anyway, here’s a quick update of the demon with the next division, and some details added, mainly changed anatomy.

[attach=23060]Demon_02.jpg[/attach]

u can apply all these deformers to part of ure geometry if you want (works better with groups…but u have to be carefull as it might do really bad stuff on your model…need to clean that mess afterward but you can get pretty good result…i like the inflat tool …used with masks, you can getty pretty cool patterns ;)you should try them all!i think the next gnomon dvd gives some tutorials on thoses tool…

here what u can do using just a bit of gravity and twist…this is the model im experiencing problem…cant do any detail till i found out what’s wrong :frowning:

[attach=24118]monster01.jpg[/attach]

Attachments

monster01.jpg

God damn, Abe, you never cease to impress. That is really awesome work. Is that another one of your designs? And what’s the problem that’s plaguing you? It MIGHT be something I can help with.

I’m trying to get a decent workflow for making muscle stria, and I think I’m getting somewhere with it, but I’m not sure. I guess I’ll find out when I get to higher divisions. The design is still being worked out for my Demon, and I still don’t havea clear idea of what I’m going for with it, but I’m leaning toward something Doom 3 inspired. Not a rip off, just some of the anatomy quirks that were in D3, like the way the head of the Hellknight was, and some of the sharper edges on certain anatomical points.

Anyway, I’m working on the head right now, and hopefully I’ll haev an update for you guys soon.

Oh, and the Quake remix site is back to almost normal. It was some weak ass kids doing something stupid, no big deal. :lol:

Ok, another update for ya. As you can see, the muscle striations are coming along, but still need work. I’ve added some detail to his head, neck, sides, and all over the place, but it’s just form I’m going for right now.

Comments, suggestions, ideas, always welcome.

[attach=23067]Demon_03.jpg[/attach]

And another update. More anatomical detail, and design stuff going on. Enjoy.

[attach=23070]Demon_04.jpg[/attach]

Another quicky update. It’s getting time to put the finishing touches, and skin textures on this guy, I think.

[attach=23074]Demon_05.jpg[/attach]

And here he is all normal mapped and lighted. I’m kinda surprised how fast he’s coming along, since I started the high-res this morning.

Ok, I’m doing the skin texture now, and for whatever reason everytime I try the resym, and smart resym trick to get the detail on both sides, half my mesh explodes. It’s always worked for me before, but now it doesn’t wanna do anything but screw up the model. Anyone know how to fix this?

He’s pretty much done unless something else comes up. Here’s the high-res, and the normal mapped versions.

My apologies if you have already stated or answered this question (your thread is 16 pages long and i have been following your work on this but have not had the chance to read all 16 pages.) btw awesome work :slight_smile:

Anyhow. are you mirroring your uvs for these characters? and if so are the images your posting of the normal mapped versions from zmapper or from renders in max or maya?

And if you are mirroring your uvs and the images are from max how did you get your normals to display correctly in max with the flipped uvs.

Hey, --E–, thanks for stopping by. :wink: I don’t use mirrored uv’s for the sole reason that I can never get predictable results with normal maps when I used them. That last render is of a normal map made from ZMapper, and the scene is rendered through Max.

Max is supposed to support mirrored uv’s with normal maps, but it’s never worked for me. The Doom 3 engine supports them, though, so if you’re making something for that, don’t worry about it. As long as one side looks good, they both will in-game.

Hey,nice job on the Demon;its head reminded me of your old Rhikno;)

Its also good to see that the QuakeRemix site is back…I see that there are some “exclusive” renders of all the models you’ve made for this mod sofar [in the “Gallery” section]:smiley:

Hi, Replica, i like a lot this monster, show us more, mate :+1:

hehe…u impress me too replica! you were possesed last night?so many update in such a short periode of time!..he looks great and the only thing i could suggest is maybe the back legs anatomy that maybe need a re-work…but his low poly version brings the all thing together anyway so maybe you should keep him that way :slight_smile:
for my demon, he’s a sketch i started from a corrupted zsphere and end up like that…i have a bit of atime at work as we are in a low work period…it didn’t took me long to make him look like that but spend more time trying to sort out this weridness happening with it…here is the thread i started for asking some help on it
http://www.zbrushcentral.com/zbc/showthread.php?p=246620&posted=1#post246620
if you can help i’d be greatfull :slight_smile:

Thanks, guys. I think the reason it went so quick was that it was basically all just anatomy. No armor, no weapons, no need to switch between programs constantly, and I was able to get the normal map done with ZMapper.

sriram, thanks. Yeah, I see what you mean about the Rhikno. :wink: And the Quake Remix site is looking better than ever, with the updates and stuff. Funny thing, Kiltron showed me that someone else is making a Quake mod with the Doom 3 engine as well. I’m not sure if their’s is a one level mod, or a TC, but it looked pretty sweet.

ilusiondigital, thanks for the comments, and I’m glad you like him. I’ve still got some more monsters coming, and I will be updating this thread with all the models I do for the project. Keep an eye out, and maybe you’ll see another monster you like. :smiley:

Abe, yeah, I think I might have been possessed yesterday. That was some pretty quick work for me, and I learned a lot from it. I was able to get a decent amount of detail in there without using PM. The funny thing was, that personal stuff I’ve been trying to take care of was on my mind all day, so I wasn’t able to focus on the work. :smiley:

About your ZB problem, I don’t have a tablet, so I’m not sure about this, but when I get to higher resolutions, I get that type of result when I’m using a negative focal shift. In fact it happens EVERY time I use a negative focal shift on higher res models, and has been that way for me since I started using ZB. Something you might try, is check the stroke level, and if it’s low, raise it a bit. That helps when there’s bumpiness in your brush stroke. If it still happens, raise you focal shift, and and experiment with that. Other than that, I don’t know what to do. Sorry, man.

Today I will be starting the Efnorcer, and I highly doubt that guy’s gonna take too long. He won’t be as fast as the demon, but I doubt he’ll take long as his head is in a reflective helmet, so no facial details needed, and the armor design is meant to intimidate, rather than look all neato. Anyway, I’ll post when I get tit to a decent area.