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Bringing back to life Quake Remodeling Project

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  • My-Key
    started a topic Bringing back to life Quake Remodeling Project

    Bringing back to life Quake Remodeling Project

    Hi everyone

    Me and Ooppee want to bring back to life Remodeling Project, but we need your help to make it better.
    If you can: make models, animate them, make UV maps, make textures or draw (concept arts) we would be glad if you join us Even if you have just one of those skills, it would be great to have you in our team.

  • My-Key
    replied
    Originally posted by golden_boy View Post
    What format are you gonna use? I'd vote for IQM (if there was a vote).
    We haven't talked about it, but I think IQM should be good.


    Originally posted by golden_boy View Post
    Are you gonna keep it faithful?
    I want to keep models faithful or close enough.


    Originally posted by DeadTenor View Post
    Is it possible to take the existing models and double the faces on them? they don't have to be crazy high but I have to admit when I look at a flat face on a grunt, or look at an ogre from the side and see a wedge I cringe.
    It is possible, because some time ago Ruohis did this with Scrag, but Scrag looks strange. Here is post with picture QuakeWorld.nu Forum / New modelling project

    Leave a comment:


  • DeadTenor
    replied
    Sounds like a cool idea.
    Just to get people excited, maybe we could start simple and move on to big. I am not an expert on this but...

    Is it possible to take the existing models and double the faces on them? they don't have to be crazy high but I have to admit when I look at a flat face on a grunt, or look at an ogre from the side and see a wedge I cringe.

    Leave a comment:


  • golden_boy
    replied
    What format are you gonna use? I'd vote for IQM (if there was a vote).

    Are you gonna keep it faithful?

    Leave a comment:


  • LambentHammerBurst
    replied
    Something I've wanted to see brought back for a long time. However models take a fair amount of work.
    Have to:
    Make the model
    Make the skeleton
    Animate the model various times (for each animation)
    UV map (unwrap the model) so it's ready to skin
    Make the diffuse texture
    (Optional) make gloss, normal, luma ect textures

    Now imagine doing this for EVERY model. It's a huge workload that needs a team. Most of my work has been ports and my custom models (non-ports or edits) used many "Stock Textures" and QRP's textures to GREATLY reduce the workload needed - otherwise just the laser cannon alone for example would of taken a couple months.

    So a team is needed. Knowing just ONE of the skills would be a huge help. Working as a team allows to split the workload and also can make a FAR greater model as a member could excel in say Animation and another skinning. Have a mesh and have each do their part and a great model could be made.

    Leave a comment:

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