ZBrushCentral

Quake Project: Monster Models for Quake Mod

Ok, I know it’s not much to look at right now, but this is what I got for the breastplate armor right now. I plan on adding some belts in the back, making some stencils with crazy design patterns for dragons and things, and probably a little skull on the stomach ala Raven Spawn. There’s also gonna be some damage, and other details added.

I almost have the arms to a decent base for ZB, and I’ll finish them there, now that I know a little better what I’m doing. I’m still not exactly sure what to do with the legs…

Oops, forgot the pic…

[](javascript:zb_insimg(‘21747’,‘Hellknight_02.jpg’,1,0))

Hey, thanks a lot Pete, I appreciate that. I’m always working to get better and faster, emphasis on better though. :wink:

Tiny update on the breastplate. I added the dragons, cleaned up some lines, added some more plates to it, and did other various things.

Enjoy.

[](javascript:zb_insimg(‘21752’,‘HKZB_01.jpg’,1,0))

Looking real good bro…

Thanks, Odhinn. Unfortunately, I’m running out of design ideas for the arm armor. I just can’t get a clear idea for anything right now, and that makes for jumbled up ideas, and bad implimentation of those bad ideas. I think it’s break time…

I’ll do some research, and come back to it in a few.

Sorry for the lack of updates, but like I said, I hit a wall design wise, and it’s kinda hard for me to wing it on this kinda character. I’m starting the head in a few mintues, then I just have the legs to do, and the arms to finish.

I’d have some pic updates, but nothing is really set yet, and I don’t wanna clutter everything up with all kinds of tests, and ideas that go nowhere.

I have my Art of The Return of the King book, and maybe that’ll help me out a bit. :wink:

take your time mon ami :wink:

http://images.google.com/images?svnum=10&hl=en&lr=&safe=off&q=art+nouveau+iron&btnG=Search

if no helps, disreguard… was thinking maybe a “dark nouveau” or “satanic alien mutant nouveau” hope it helps!

Thanks, guys,I’m feeling a bit unsure about the whole design… I’ll finish it, and maybe that’ll help clear things up

Logick, thanks for that. There was a gate in that that looks kinda promising. :slight_smile: I just need to get the details onto the sub-million poly model. I need Zmapper! Ah well, guess I’ll make do with what I got.

go back and look (stare :wink: ) at the drawing you posted…

I know it’s not exciting, and frankly, I expected more from myself at the end of the day, but this is the helmet as it is now. I want to add some dings and dents to it, and some more design stuff, but today has been one of those days where I can’t string together 2 coherent thoughts to save my life.

[](javascript:zb_insimg(‘21831’,‘Hellknight_01.jpg’,1,0))

Anyway, I hope you like it so far. Abe, any suggestions on design? It may seem I’m singling you out, an dI guess I kinda am, but your work impressed the **** out of me, and that’s not easy to do. :wink: Of course, if ANYONE has ANY suggestions, I’ll listen. I’m getting a bit desperate as I have a lot more models to do, and need to get to them soon.

Just cool, quake is on of my favourite games, I checked your website just awesome man.

If want to do armor just build a area, then get a smaller brush lower intensity about 6 to create the edges then smooth either side of the edge then use the pinch brush on the edges, you should get nice smooth hard edges.

I’ll be watching this

he’s still too superhero. you gotta think demon and fear. what’s scary? beastly things like abe’s drawing. yep. so make him more beastly. bulk him up. he looks a jock. no offense jocks, but this guy should be able to tear you up with his bare hands. he also should look more demonic. snearing, crusty, boney, bloody, ugly, things out of place. tear away some flesh or something. no lips maybe. no eyelids maybe. both? no lower jaw?

i’m sure the horns are wip and they’re true to the original. but maybe move them up or have them turned forwards and coming more from the jaw? add some more maybe and make em sharper too (curved spikes/blades).

i like where you’re going with the glyphs and such but the armour’s too human (superhero). plates tied together with chains and straps. lots o spikes and blades. seriously, look at the drawing you posted. maybe try a helmet that doesn’t cover his face like the drawing or maybe one that covers his mouth kinda like the mortal combat dudes. that’s another way to strike fear - hinting at the evil behind. you can’t really see it but you know it’s there. partly why abe’s drawing rocked.

but at this point i’d worry about form more than details on the armour (logick’s link will help for those btw). right now you’re dressing captain america in new armour. if you make him a beastly demon, the armour will fit to it and make sense. oh and check out jantim’s death metal (nice!) thread for later on. anyway, just my rambling way of trying to give you food for thought…

Alrighty, nice suggestions! That’s what I’m looking for! There’s only one problem, the mod lead wants the hellknight to look pretty close to the original. Oh yeah, and the polycount on the lowpoly is kinda pushing it around 2980 poly’s. I guess that’s 2 problems :slight_smile:

I’m gonna toss most of this, and try again. One of the things that’s holding me back the most on this is the base idea I started with. I’m gonna go back, and REALLY think about this thing some more.

Pete, I REALLY like the idea of having a helmet that covers his entire head, much the like the drawing I posted, only with the faceplate closed instead of up. I think I’ll do that. I can’t do much with his anatomy as far as making him beastly, like I said, the mod lead wants him to look more like the original. I think one of my biggest problems was, I tried to make him too fancy, and didn’t give enough thought to where he comes from, and what he does. I was focusing more on the “knight” and not enough on the “hell”, in other words. I’ll pick up the pieces, and try again.

he guys! tx for the comments on the drawing, didn’t thought you’d like it …I m trying to find time to do a version of the hellknight but im too busy at work!dont have a sec to breath (mailstone closing up :wink:
but i agree with the comments so far, he definitly should look more scary, and just by sticking to the original concept and adding more presence to the monster like horns bigger and facing you instead of facing up, making his armore look like it would be painfull if you just touch it…some chainmail between differrent part of the armor visible …things like that would help him look scarier…then for the hell part, make him look un-human by adding element that aren’t too visible on the body …ex, the jow with mini-horns or depending on what is visible skin features like hellboy…ive got a picture of him in my head but need to find time to draw it…it would definitly a character id love to do :wink:

It’s an awesome model, but it doesn’t look right for the HellKnight.

Quake was f’ed up, every monster was f’d up. The zombies ripped parts of themselves off and flung them at you. I still play Quake 1 with Tenebrae, and have played the game since it was released. The Hellknight should have the feeling that the only thing that keeps it from dying is it’s hatred, they even attack other monsters.

Make him EVIL. =p

You can do it off that model, it’s a great base.

I can’t wait to see your lava demon from the end of Chapter 1.

Keep up the good work man!

abe, we both loved that drawing! fantastic!

jeremy, glad you took my comments as constructive and hope they help. hehe selfish reasons though - i wanna play the mod! :wink:

here i go giving you more… i think you can get the polys down if you study the quake original. it’s not that complex. obviously the more you embelish, the higher they’ll be but still i think there’s room. and even so 2980 isn’t that high for doom 3 - weren’t alot of the d3 models 4-5000? (detailed ones anyway)

as far as beastly, think viking that’s been through hell and demonized. the original has a beard (looks like it to me anyway). you could give him that kind of look but still make him nasty. maybe that’s more through texture work (skin tone, blood etc). or if the lead gives you the leeway maybe a beard with mini-horns coming out of it (nice descript abe!)? well maybe not. i don’t know. you’ll come up with it but stuff like that. i do think you can bulk him up more. here look at this…

hellknight010cc.jpg

[edit… oh my! see this… http://www.zbrushcentral.com/zbc/showthread.php?p=242020#post242020 ]

Replica:
Don’t be so hard on yourself, take a break and check out “H.R.GIGER’s” website.
The reason being GIGER is a less is more guy. sometimes simplicity and familiarity are quite disturbing.
I think if you concentrate on the armour mechanics and what makes it functional (like Pete said) belts and fasteners etc. The rest is self explanatory to the viewer.

“FRANK FRAZETTA” always modeled very used and weather beaten armour. Very little details. I found his DEATH DEALER series the most profound. Even if the figure wasn’t swinging a weapon, he seemed to exude violence even from a seated position.

Armour is something that is always such a struggle to model, but you are amazing at it. Take your time bro. :+1:

Thanks everyone for the comments. I want to take him in a different direction than where he’s at, and keeping the same model locks my head into the way he is, rather than what he could be. Luckily, I saved him before I started adding any armor bits to the lowpoly, so I don’t have to start from scratch.

abe_Tamazir; Of course we liked that drawing, it was KILLER!! If I was making a boss version of him, that’s what I’d hope he’d look like. I will make some changes to the design, try and make him scarier, more intimidating. I have some ideas, I just need to seperate them into clear, concise designs. And thanks a lot for the help, I knew this guy would be one of the hardest to do. The Ogre’s gonna be lot’s of fun after this :smiley:

Pete: Good suggestions, are good suggestions, I’d like to think that I can take crits, especially when the person giving the crits is right. :wink: As far as the polycount goes, what I’m doing is almost double what the original Doom 3 monsters were at. At least the non-boss monsters anyway, most of them were under 2000 poly’s, the Vagary (Spider chick) was just under 4000 poly’s, but we didn’t see her that much, the Hellknight will be seen a LOT, so I gotta keep it lower than that.

But that’s just excuses. I can do much better than this, and I really think I should. I will be taking your advice, and other people’s as well, and try to make something that’s better looking, and lower poly. Whether I do it or not, we’ll just have to see. :wink:

Rhydian: Thanks for the comments, glad to have a Quake fan that still plays the game here. About using the model as a base, I wanna clear my head of the stuff I’ve done here, and come up with something that actually works. If I stick with the base, my head gets locked into it, and I end up doing the same damn things, with different detail placements. I do have ideas, and want to make him scarier.

odhinn: That Death Dealer is one bad mama-jama! And a GREAT idea for this guy. You’re right, he looks killer just standing there, but with his axe, he’s even scarier. I’d love to do something like that for the hellknight, but I’m not too sure how to approach it. I suppose he doesn’t have to be completely covered in armor, and can have some skin (more than just his chin and jaw) showing, and I could make it pretty gnarly looking. Ah, the ideas are starting to clarify!

Like I said, thanks for the comments and help everyone, re-reading your posts is helping me get a clear idea of what I want. This is gonna be great even if it doesn’t pan out for this guy.

Thanks everyone! I now have IDEAS!! (trumpets blast, lions roar, and I can face another day) :wink:

just occured to me… why are there no stars on this thread?! :wink:

rock on dude! as ohdinn said you’re amazing at it and take your time! :+1:

hehe ! here you go, 5 stars, u’ll gonna get famous ;))