Posted by Noel Cower on the 7th of September, 2008 at
8:18 pm under 2D Art, 3D Art and Art. Tagged as 2d,3d,Art,quake2world. This post has no comments.
A CTF flagpole model/skin (well, skins) made for Quake2World. There were various designs for the pole itself, but the skull was something I’d decided was absolutely necessary because I think skulls are cool. It could probably use some more teeth though.

If possible, I’d like to try going back and making unique flag poles for each team to give them both a unique look, somewhat like the way red and blue have different settings in Team Fortress 2. Don’t know though, this game is supposed to be simple. Wait and see, I guess.
Posted by Noel Cower on the 18th of July, 2008 at
1:18 am under 2D Art and Art. Tagged as 2d,Art,mechguy,sdk,skin,slaught,texturing. This post has no comments.
A skin for slaught’s mechguy SDK .
July 17th, 2008
After deciding that I did not like the old head that much, mainly due to the skull (I liked the red leather), I decided to go ahead and redo the face and such. Much happier with it now. Not sure what I’ll do about the body, I’d like to just scrap it all since I think there’s some better ways to go about that.

May 11th, 2008 (read more)
Posted by Noel Cower on the 2nd of July, 2008 at
6:08 am under 3D Art and Art. Tagged as 3d,Art,bobo,demon,ghoulie,models,xnormal,zbrush. This post has no comments.
I decided to see if normal mapping is a less painful experience since I last tried it (a long time ago), and unsurprisingly it is. ZBrush, it seems, has improved drastically, in addition to new tools like xNormal greatly improving the speed of generating normal maps as well as ease of viewing them in realtime.
These are the two bits and piece I’m most happy with. The first is my attempt at normal-mapping an old demon model by Bobo the Seal. The latter is a modified version of my ghoulie from testing Silo 2.1.
Bobo Demon


Ghoulie

Posted by Noel Cower on the 29th of June, 2008 at
3:51 am under 3D Art and Art. Tagged as 3d,Art,beta,images,modeling,silo,testing. This post has no comments.
As most Silo users know, the 2.1 beta went public a while ago. I decided to get in there and test it to see how quickly I could do something, since with each update Silo tends to make things even faster. I think this update has accomplished that once again. Here’s the two bits of results from my testing.

Posted by Noel Cower on the 1st of June, 2008 at
8:03 am under 2D Art and Art. Tagged as 2d,Art,quake 3,skinning,texturing. This post has no comments.
Skins for Quake 3 player models.

