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Quinlan Vos


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Posted

31/3/2015:

 

Update:

 

Made some changes to the order 66 mesh and textures:

 

 

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Also had a go at his Padawan hairstyle:

 

 

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I'm going to wrap this project up now and start weighing it.

 

Thanks you to everyone for their feedback so far, been really helpful!

 

1/3/2015:

 

Hey guys got caught up with alot of other work for university, so apologies for the slow process.

 

Started working on his order 66 skin, not quite there but I think its coming along okay:

 

 

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i had a different mesh that had been burnt away, but somehow I messed up the normals on it, so I'll have to re-evaluate that one.

 

29/1/2015:

 

Small update:

 

Jedi Robes:

 

 

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27/1/2015:

 

Still working on his textures, but made some work on his clone wars and darkside outfit:

 

 

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20/1/2015:

 

Just a small update. Was using dDo to help make some textures for the Jedi robes (normal maps on left and without on right):

 

 

 

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Still need to do a few things, I'll bake the normal maps into the diffuse as well, just didn't have much time this evening to do it.

 

14/1/2015:

 

Finishing up his mercenary outfit:

 

 

 

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9/1/2015:

 

Started working on his mercenary/jumpsuit outfit. Next thing will be that shoulder/chest plate he wears:

 

 

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3/1/2015:

 

Started working on his Jedi robes/outfit, a few things are still place holder and need some work. Mainly the hands.

 

 

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26/12/2014:

 

Started working on a new model for Quinlan Vos since I got some free time over christmas.

 

Still very much a Work in progress, right now.

 

I'll be doing two versions one for Jedi Academy obviously, and another one my personal work - which will simply have the addition of more shaders, like normal maps and reflective maps etc.

 

I'll be keeping to the Jan Duursema version of him, but with more realistic textures rather than comic booky.

 

I'm aiming to do various different versions:

 

- Standard Jedi Robes

- Clone Wars Undercover Outfit, sleeved and unsleeved

- Padawan Version

- Siege of Saleucami Outfit

- Order 66

- Older Voss

 

But we'll see what I get done.

 

So far I've modelled his head:

 

JKA Version:

 

 

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Personal:

 

 

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Next stage, going to be working on his Jedi Robes and then cleaning up his face textures.

Onysfx, Cerez, GPChannel and 19 others like this
Posted

Looks good, though I'd bake the normals map into the diffuse for the JKA version. If you have already, then it needs to be a bit more intense as details like the forehead wrinkles aren't coming through well. Also, tri & vert count?

 

You can put your personal model in OpenJK MP using the rend2 renderer, but currently there are random tris that do not get rendered on GLM models causing "holes". @@Xycaleth fix please?

Posted

Thanks guys, I'll definitely look at doing a single player version.

 

  On 12/26/2014 at 11:15 PM, DT85 said:

Looks good, though I'd bake the normals map into the diffuse for the JKA version. If you have already, then it needs to be a bit more intense as details like the forehead wrinkles aren't coming through well. Also, tri & vert count?

 

You can put your personal model in OpenJK MP using the rend2 renderer, but currently there are random tris that do not get rendered on GLM models causing "holes". @@Xycaleth fix please?

 

Cheers dude, yeah I'll definitely try baking it in. Going to sculpt the head a bit more in zBrush then I'll bake it in.

 

Sitting at 2952 tris and 1655 verts, so still room for optimisation.

 

I'll check out the OpenJK renderer, didn't know about it, thanks.

Posted
  On 12/26/2014 at 11:15 PM, DT85 said:

You can put your personal model in OpenJK MP using the rend2 renderer, but currently there are random tris that do not get rendered on GLM models causing "holes". @@Xycaleth fix please?

I'll have another look at it in the new year :) Can't get to my PC until then.

Tempust85 and Archangel35757 like this
Posted

try baking a bent normal map using xnormal, extracting the green channel and putting that ontop of your texture using a blendmode such as soft light or screen

it should give you a nice "light from top" effect

or get a curvature map from your normal map /bake it from your mesh and overlay that for some cavity shadows & edge highlights

Tempust85 and Scerendo like this
Posted
  On 12/26/2014 at 6:13 PM, Scerendo said:

Started working on a new model for Quinlan Vos since I got some free time over christmas.

 

Still very much a Work in progress, right now.

 

I'll be doing two versions one for Jedi Academy obviously, and another one my personal work - which will simply have the addition of more shaders, like normal maps and reflective maps etc.

 

I'll be keeping to the Jan Duursema version of him, but with more realistic textures rather than comic booky.

 

I'm aiming to do various different versions:

 

- Standard Jedi Robes

- Clone Wars Undercover Outfit, sleeved and unsleeved

- Padawan Version

- Siege of Saleucami Outfit

- Order 66

- Older Voss

 

But we'll see what I get done.

 

So far I've modelled his head:

 

JKA Version:

 

 

  Reveal hidden contents

 

 

Personal:

 

 

  Reveal hidden contents

 

 

 

Next stage, going to be working on his Jedi Robes and then cleaning up his face textures.

That's sick! Fantastic dude! Fantastic!

Posted
  On 12/27/2014 at 12:18 AM, Scerendo said:
Sitting at 2952 tris and 1655 verts, so still room for optimisation.

 

Just for the head & hair? geez lol, that's close to your entire model budget right there. :P

Posted

Started working on his Jedi robes/outfit, a few things are still place holder and need some work. Mainly the hands.

 

 

  Reveal hidden contents

 

 

 
  On 12/29/2014 at 10:22 AM, AshuraDX said:

try baking a bent normal map using xnormal, extracting the green channel and putting that ontop of your texture using a blendmode such as soft light or screen

it should give you a nice "light from top" effect

or get a curvature map from your normal map /bake it from your mesh and overlay that for some cavity shadows & edge highlights

 
Btw thanks for this tip, was really helpful for creating my diffuse.
Kualan, Stoiss, therfiles and 5 others like this
Posted

@@Scerendo

You did a great job. Even if you have to reduce the polygons to get it

into the game, it would still be the most realistic model ever created for Jedi Academy. 

Posted

Update:

 

Started working on his mercenary/jumpsuit outfit. Next thing will be that shoulder/chest plate he wears:

 

 

  Reveal hidden contents

 

 

 

  On 1/4/2015 at 2:37 AM, DrXann said:

This version of Quinlin Vos looks bumped mapped.

 

Yeah he has normal maps and specular maps, I'm interested to see how they will look in OpenJK's rend2 renderer.

 

 

  On 1/8/2015 at 9:46 PM, Cloud Senatu said:

omg.. when are we going to see this released? This is looking absolutely amazing!

 

I'm aiming to get it done by the end of the month, though could change depending on how much work I get.

Posted

I'm very excited to see what comes out of this! I think I must realise that how it looks now is probably not going to be like that in Jedi Academy though :P, looks way to out of that engine's league. Unless this is what rend2 leads to, in that case I welcome our new rendering overlords.

Scerendo likes this

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