ZBrushCentral

Quake Project: Monster Models for Quake Mod

I’ll admit it, im a zbrush fanboi, all i want in version 2.5 is the addition of a butt so i can slap its ass when making sweet love to it.

on topic, Ive been contemplating this for a couple days now, when working out on my high poly models, maybe you can help replica. as the only thing i can import into is farcry atm.

Auv tiles rock, so fast, and easy to use, but forever in maya i got some severe seams with my normal maps. in max, I don’t have this problem. Unwrapping is a time consuming pain in the hiney, and im wondering what an auv tiled normal mapped character would look like in a game engine?

I’m still trying to figure out how to get a character in game. I’ve gone through a few tutorials, and nothing’s worked for me so far. I’m gonna try again soon, and I’ll let you know, though.

Well I got the model into the quake 4 editor, but for whatever reason, the normal map wouldn’t show up. I’ll try again soon, though, and let you know what happens.

Here’s a quick question for you guys. Does this Ogre look a little plain design wise? I’ve been looking at him, and it seems like I got caught up in the technical aspects, and didn’t make him LOOK cool. It wouldn’t take too long to re-model him, maybe a day or 2. What do you guys think?

Here’s a couple of pics to show where I’m at with the normal mapped model right now. The first without the apron so you can see some of the details behind it. The second with the apron so you can see what he looks like with it.

Still a few more details to add, but he’s getting close to finished. Enjoy. :wink:

looks pretty sweat replica! might need a bit of work on the apron otherwise it realy looks good (vive zmapper :wink:

Yeah, the apron’s got a way to go as well. I’m almost tempted to leave that to a texture artist, but I’m not sure yet.

I’m gonna clear my head real quick by modeling the chainsaw. Just something to get away from organic modeling for a while. I’ll post that when I’m done.

Alrighty, got the chainsaw done. I know it doesn’t have a lot of texture details, but that will be up to the texture artist to deal with.

Here’s the chainsaw and the Ogre in one render. Enjoy.

hey my friend !!
better and better :smiley:

Thanks Drummer. I’ve started working on the grenade launcher, and it’s coming along pretty nicely. I also get to kill 2 birds with one stone on this, as the grenade launcher I’m making for the Ogre, is the one I’ll use as the players grenade launcher. At least that’s what I think, I guess the final decision will be left to the mod lead. :smiley:

Excellent modelling (as always!).

Hey, Moochie! :wink: Thanks, and I’m glad you could stop by.

I got an update, and I believe he’s just about done. I’m gonna talk to the mod lead, and see what he thinks, but aside from some light editing (especially on the apron), I’m pretty damn happy with him.

Great Job !! I like the weapons too;)
I see that you’ve got the maps fixed…but I still see 2 black splotches on his leg…or is it the lighting ?? Anyways,he still looks great:+1:

bad joke removed:slight_smile:

What does an Ogre need with pants? Besides, nobody complained that the Shambler was naked. :wink: And yes, that’s lighting, and/or poly orientation, either way, easy fixes.

Completely off topic, but I could use an answer to this question. I tried the relief mapping doom 3 mod, and all I see is black. Does anyone know why? Anyone gotten that thing to work? Please, if you know how to fix this problem, post it, or email me, or PM me, or something, I REALLLY wanna play that mod. Thanks

I found this in the readme file that came along with the mod

“You must select ULTRA QUALITY mode in order to have the calculated depth maps loaded (or else you will see no relief at all).”

Maybe thats the problem ??

Thanks, but nope, I got it on ultra quality. I also tried the paralax mod, but that one’s kinda weak comparitively…

Anyone else have any suggestions?

Ok, as far as I’m concerned, this guy is done! Yay!

Here he is with a bump map on the apron to make it look a little better.

[attach=22813]Ogre_13.jpg[/attach]

Still not too sure which monster comes next, but I think I need to start some weapons soon. I haven’t modeled any of them yet, and while the game would be cool with monsters and such, you need a way to defend yourself. :wink:

Hi Jeremy,

Just checked out your post, and your website!

Are you employed yet?Cus, if not you should be!

keep up the terrific work!

Cheers,
t_ronin :cool:

Thanks, tronin_ronin. I’m not employed right now, but it’s not for lack of trying. :wink: Hopefully soon, that problem will be fixed.

About the Ogre, I forgot that ogre’s tend to be on the fat side, so I’m gonna give him a pot belly, and he needs some more battle scars, so I’ll add those as well. A little more work, and he’ll be done.

Anybody got any suggestions on that relief mapping mod question? I’m dying to get that thing working. :smiley:

looks great :slight_smile:
love it! …relief maping? what do u mean ?

Relief mapping is a way to give height to normal maps. There’s a relief mapping mod for D3, and it makes normal maps look 3d, instead of hyper-bumped. If you haven’t seen it yet, it is AWESOME! There’s a video or 2 out there to download that shows it action, and compares it with the regular normal maps.

I read something about ATI cards not working with it, or you have to have a newer ATI card for it to work… Whatever the case, I just can’t get it to work, so I guess I’ll stick to paralax mapping. :smiley:

Anyway, here’s a link to the mod, and screenshots. The video should be there too. http://doom3.filefront.com/file/DOOM_3_Relief_Mapping;50039