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Loosely based on the Quake Ranger

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  • MadGypsy
    started a topic Loosely based on the Quake Ranger

    Loosely based on the Quake Ranger

    There is still plenty to do.





    It's actually already rigged and weight painted, but I have some more ideas for the mesh and the texture. I know it looks a little bit like a doll. It looks better when capturing shadows.

  • MadGypsy
    replied
    @Golden_Boy - I agree. The proportions aren't as off as the image implies but they are off. Like I stated earlier, I didn't use any reference. I have tons of books on anatomy - people are 7 heads tall blah blah..lol, I just do this for fun. I know my little model isn't gonna win any awards or appear in the "game of the year". I will say this though.. I have rigged him a few different times and a few different ways - he deforms very nicely. My proportions may be off, but my topology is clean and conforms to primary muscle groups. I even made considerations for the armor not moving like it is attached to a muscle group and modeled it accordingly.

    One reason his proportions look off is I use Ambient Occlusion to map details. Currently the light sources are conflicting with the AO map and producing "optical illusions". He is not as top heavy as he appears to be. In orthographic view with only the world light his proportions are almost perfect.

    My method of creating a texture also make it hard to truly express the proper materials. Nothing he is wearing is "heavy duty" It's just leather everything over a grey jumpsuit and black hood.

    I suck at creating textures so, I "invented" my own method.

    1) ambient occlusion map with only 16 channels using raytrace and adaptive QMC
    2) simple color map with no special anything literally just solid colors
    3) I blend those together with multiply
    4) with varying settings I use perlin noise to create things like cloth grain, dirt, etc. I apply those to the proper color materials and render them out in my UV map
    5) then I blend the results of step 3 with the results of step 4 with multiply

    my next step (which is untested) is to set up a 3 (or so) point light system and do a full render - which if I do it correctly, it should add the highlights and add another layer to my ambient occlusion.

    My goal is to strip out normal/specular/bump/height maps, real time lighting and all the other process killers by creating fairly detailed textures that have generic shadows and hilights. "Everybody" is making incredibly complex and realistic games. I want my game to have it's own style and run incredibly fast. I can also get away with slightly higher poly models because the processor doesn't have to render every vertex 4 (or so) times

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  • golden_boy
    replied
    I still think his proportions are kinda off. His hip/abdomen is really small, while his shoulders jut out of his torso. His thighs are slim and his head is pretty small considering he's wearing a heavy duty helmet. I think he looks just a tad top-heavy.

    It might be the perspective, too... but why not check these out:

    How to draw the human figure - Drawing Male Proportions

    Tutorial: Anatomy and Proportion | idrawdigital - Tutorials for Drawing Digital Comics

    Leave a comment:


  • Syluxguy28O3
    replied
    yeah, take the brim off the helmet and it wouldnt give me that kind of impression.

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  • MadGypsy
    replied
    Yeah, I made him quite organically with no reference or predetermined idea of how he would look. Basically, I blindly pulled him out of a cube "on the fly". All I was sure of was that I would take the Quake Ranger armor elements and employ similar elements. So...he wound up looking kinda motor-cross.

    Really, it's just the helmet that brings it in that direction. I could probably modify the helmet and give the model a completely different feel. Maybe I will do that.

    Leave a comment:


  • Syluxguy28O3
    replied
    good work so far.however i get the impressiojn he's a mx rider.

    Leave a comment:


  • MadGypsy
    replied
    I'm still not satisfied with this but it is definitely getting better. I want to work on the neckline and texture a bit more. I also want to make the gold more brass.

    Light is being cast over my ambient occlusion map and it is making some optical illusions that appear to be fuck ups. I just haven't gotten my lighting correct for a full render. For instance his left foot looks turned awkward and his crotch looks scooped out at the top. This is because of conflicting light or maybe conflicting shadows. There is no improperly turned or scooped anything. However there is a fuck up on the back of the boot with my texture not matching up over the seam and I will be fixing that next. It goes from dirty to sharply clean (oops).

    I really have no clue what I'm doing. I'm pretty much reinventing the wheel as I go and I'm sure the way I'm doing this is probably clinically insane.

    Last edited by MadGypsy; 10-04-2012, 12:35 AM.

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  • MadGypsy
    replied
    Whatever I make...I'm sure it will be super great

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  • bluntz
    replied
    I love the Lovecraft.I have read everything he ever wrote btw.
    An entire lifetime could be spent bringing his works to fruition.He also mixed it up with Science fiction but was not published as much as his horror.Are you intent on heading in his direction?It would be a welcome relief to just another CS clone for sure.

    Leave a comment:


  • Syluxguy28O3
    replied
    cool monster. reminds me of the creature from the black lagoon.

    Leave a comment:


  • MadGypsy
    replied
    Can't separate the fingers, it would blow the poly budget - I might as well add 3 more arms to the model. That's why people don't model in all the fingers. I'm tempted to turn the hands into solid fists all they are ever gonna do is hold a gun

    Leave a comment:


  • talisa
    replied
    oh yeah yeah, of course it was.
    it for surely wasnt meant in a negative way

    the model looks good. just the hands... i always think that looks quite stupid, if not all fingers are seperate and you get several figners stuck together in one piece.
    you should seperate them, would look a lot better. even if you make the fingers square itll still look a lot better

    Leave a comment:


  • MadGypsy
    replied
    btw your player model kinda reminds me of the pics of a player model someone on doomsday forums showed once:
    I'll take that as a compliment cause that model looks awesome. I don't think my model could compare, but thank you for saying that.

    Leave a comment:


  • talisa
    replied
    cool looking monsters

    that dagon kinda reminds me of korax of hexen
    although korax is black instead of green.

    wouldnt be surprised in the least though if korax of hexen was inspired by that monster though

    btw your player model kinda reminds me of the pics of a player model someone on doomsday forums showed once:
    (Hello!) Some new models ; Doomsday Engine User Forums

    Leave a comment:


  • MadGypsy
    replied
    You're good man...

    It's frustrating when you spend a month working on something and instead of getting good/bad job, you get completely railroaded with posts about McDonalds and shit. I mean... this is my WIP thread and I have put a lot of work into the current progress.

    And just to be clear. I got what your video was saying and I didn't even watch it (looks like scorpion or somethin'...got it). The TRUCK began with Bluntz's trolling post complaining that you were trolling (o.O ?) and it all went downhill from there.

    I like both of you guys...I don't like this.

    __________________________________________________ __

    Now I'm gonna take my thread back.

    This model is the main character in a Quake-like FPS shooter that I am working on. I intend to do the same thing with Lovecraftian influences, but based on different monsters.

    Gug


    Nyarlethotep


    and

    dagon


    Are some of the monsters that i intend to include. I intend to represent them a bit differently, but the influence will be apparent.

    What will be very un-Quake about the game is the sub-plot. I would love to tell you the sub-plot but then then it would spoil everything.

    I'm also working to change the artwork some. I do not want to make a high res game, but I do want the visuals to be pleasing. I want this game to have a unique appearance while maintaining a decent level of quality. I don't intend to rely on dark at all. I actually want the game to be fairly bright.

    I have a really long way to go.

    Leave a comment:

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