ZBrushCentral

Quake 2:Lost Marine Models (High-Res Versions)

The model one is very good. An excellent work. Are you going to put textures?
GOOD :slight_smile:

Outstanding work bro…:+1:

Thanks for the comments. :smiley: This is Quake 2, and I kinda felt weird about even trying to come up with different elements for the models. But I haven’t had any real bad comments on them yet, and the pics have gotten around.

abxy, I can’t tell you how great it is when someone says they recognize my work without anyone saying it was me. :o Thanks.

Ivanperezayala, thanks, I’m not going to be texturing these, the person will be texturing them can do a MUCH better job of it than I can.

odhinn, thanks a lot. :o I’m getting a bit embarassed by all the attention my models are getting around the net. I can’t wait to play this game, I LOVE Doom 3, and the Quakes.

I’ll post my next project later. It will be the Gunner from Quake 2.

i love these games, you’ve done a great job. :+1: :+1: :+1: :+1: :+1:

Thanks, Logick. It’s still kinda weird for me to think some models I’ve done are gonna be in a game… :smiley: I’m just having too much fun with this. :stuck_out_tongue: :lol:

Those looks pretty sweet… did you make the armor in a different 3d package ?

Yeah, I start off with a base mesh on Max, export the chunks that represent organic areas to ZB, model it there, and model the rest of it, the armor, and metal type things, in Max. It’s just sooo much easier to model things like weapons, and armor, in a different package. But for organic modeling, nothing beats ZB.

Ok, here’s the third monster I’ve done for this project. It’s the Gunner. Making this guy was a lot of fun, but making his low-poly version was a nightmare…

This is the last of the three monsters I’ve been asked to do so far, I’m hoping I’ll be able to make at least a couple more down the road since I’ve had so much fun working on this project.

Oh, and I’m still using Max and ZB for all my models. It’s pretty hard to get the amount of detail I want, since I have to bring the full model into max, so I can send it to someone else to do the uv’s on the low-poly then the normal mapping.

Anyway, here he is. Enjoy. :smiley:

[](javascript:zb_insimg(‘14547’,‘Gunner_14.jpg’,1,0))

Oh, yeah, and here’s a shot of his back.

Enjoy this one too. :wink:

[[attach=14548]Gunner_15.jpg[/attach]](javascript:zb_insimg(‘14548’,‘Gunner_15.jpg’,1,0))

nice…

Replica OUSTANDING :slight_smile: !!

I’m totally new to ZBrush ( though a produced somthing the other night with it that would have taken days in a single night- to dawn session) but i have worked with 3dmax for a couple of years now… could you please do one HUGE FAVOUR ???
Would you share your work flow?
Im not asking you do go into huge details about modeling etc… only you seem to have accomplished exactly what I want to do using ZB and MAX.
Well if you could very quickly explain such things as :

Did you use NURBS modelling or a mixture or just one type of modeling tool in max?
How did you choose the chunks to export i.e select polys?
And did the combine back into max ok?

But just by saying “I start off with a base mesh on Max, export the chunks that represent organic areas to ZB” Has help me more than you imagine because I wondering where to start !

Anyway thanks :slight_smile:

Hey, thanks again for the comments. :smiley:

Odhinn, Thanks. :wink:

5tide, sure, I can answer that right quick.

I can’t do a thing with nurbs, trying to figure out what to do with all those handles makes my head hurt. I use regular old box modelin’, except I don’t confine all the shapes to boxes. For instance, the base meshes I make of humani=oid characters are started with an 8 (I think) sided cylinder, scaled towards the bottom to represent the stomach above the beltline, then gradually scaled up towards the pecs, and back down again for the neck/shoulder area. Arms are cylinders as well, but you get the idea.

Yes, I selected the chunks by selecting the poly’s that make up the basic shape of what I need to make, then hitting the detach button. With this, you can either detach a copy of the poly’s and keep your entire base mesh as one piece, or you can detach the selected poly’s and make them another object. I choose this last because Max hates importing solitary objects with high poly counts. When you do this, it helps to have a good idea of what you’re going to create, cause you wouldn’t wanna detach a shirt, only to find out later that you really wanted to make your character shirtless and have to re-do that part.

I’m not exactly sure what you mean by “combine back into Max”. I wll tell you that I just leave the thing in lots of different pieces. Max can make the normal map just fine with a lot of different pieces, so it’s just easier to let it be. Also, Max likes models with lots of little bits better than a high-res object that’s one piece. Don’t ask me why, I just know it does. :smiley:

I hope that helps. But I’ve gotta get back to making the uv’s for this guy. Thanks again for the comments. :smiley:

awesome models! they are really cool… my fave is the gunner… i love the pipe down his back…
will we just need doom 3 to play or will the expansion pack for doom be needed as well ?

Thanks, shivmoo. I’m not sure about if you’ll need the D3 expansion or not, I never think to ask about those types of things. :wink: I will ask, though, and get back to you.

Thanks once again you have answered all the questions :slight_smile:

Sorry to be a pain but I would like your advice, Im doing an old char fro 2000 AD one of the ABC warriors Ive done some concept art ( though I cant draw for my life… no really… this was all done in skatchbook which tbh is sooo easy to use)

below :

[attach=15848]1.jpg[/attach]

What would you say was the organic and what not?
Only would the head be just as easy to do in ZBrush straight from scratch or do I need more angle from the box polys?
Thanks for your help

Attachments

1.jpg

Going form the sketch you provided, I would do it all in another package. Sure, some people can do that sort of thing in ZB, but it seems to me like it would waste a lot of poly’s. One thing you could try is, make the base in some other program, bring it into ZB, edit it as much as you like, and drop down to the lower subd’s. The changes you made in the higher divisions will translate back into the lower divisions, and might make things a bit easier.

But, I would still do that character in another packge.

Sorry it took me so long to answer you, shivmoo. You will NOT need to have RoE to play the game, just plain old vanilla Doom 3. Hope you have it so you can play the game.:smiley: I know I can’t wait. :smiley:

I have it… everything was fantastic …but it was to damn short !!! Same as Dawn OF War… fantastic game but I completed it in 2 days ! I still want to see what they could do with AVP and Zbrush if your converstaions have anything to go by Repica if would look fantastic !

Just in case anyone’s missed it, hit http://www.planetquake.com/meanarena/quake2_lostmarine/ for some news on the game, and some goodies. :smiley:

The test release is getting close. :evil: :smiley: