Quake 2 - Hyperblaster redux

Quake 2 is one of my all time favorite games, and the hyperblaster was my favorite weapon in terms of look/sound (not power/fragging ability).

The original view model(the one your holding) for this gun was 286 tris, the player model was 124(the one you saw others running with), and the world model(the one sitting around to be used) was 86!

This should be fun. I blocked out the concept into parts which I can now turn into 1000x the amount of polys the original gun was and work on some hard surf stuff.


Quad damage! Back in the days I played q3a for hundrets of hours so I’m really looking forward to your finished model - which looks nice so far :eyebrowlift2:

The bloking out looks like a good base to define the weapon further. I was never really a gamer. So I don’t know if you have a more detailed concept art for the weapon or only the screenshot above?

Iron - the quake series in my eyes is and was shooters at its finest.

Minori - I’m sure one of the modelers at id who worked on quake had some paintings he did of it before he modeled it. Finding the individual is way out my reach, and even they might not have it anymore. Remember this model was made in late 1996 early 1997. That was the most detailed thing around back then with its whole 286 polys haha. I belive the texture map was a 128x128 16bit tga. Again having true color back then was rare. It might even be 64x64px haha. I’ve got the block out done. I’m going to add my own concepts to it. The model jiggles because the keyframe animations for it were all done by hand frame by frame. I loaded the game up the other day and was kind of shocked. The render output listed ~1800 polys in a average room with some monsters. We model screws and bolts now days for our high polys that exceed that number x100. Regardless how simple it is, the game is more fun to play than today’s top AAA shooter titles to me… Less can be more.

Hell yeah, bring back the skill based shooters. :slight_smile:

This project seems to very interesting, as you have to interpret a sold model and convert it to a high detail version. Sound’s and looks awesome.

wait for bungie destiny! :slight_smile:
@Nickersf: If I remember it right, somebody said something about John D Carmack like he “forgot more about game programming than most other programmers ever learn”…or something like that…:wink:

Finally had some time to open blender. Busy week. Defining the form and adding some medium details to the block out. I can start working the high poly this week.


@ FastLeaD - I couldn’t agree with you more.

@ Iron - Yes Carmack has said similar things through out his key notes. I always watch the entire 3 hour video of his views and ideas.
As for destiny looks like it could be fun, but at this point I’m highly skeptical of any game.

Worked for a few hours and got the block out done. On to the High Poly next.


Added support loops to get some basic subdiv going:



It’s looking good and the little additions here and there, like the gas cartridge and the sight, make me curious whereto you may develop this. :slight_smile:

Thanks minori. Spent some time today refining the high poly more.


  1. The barrel is going to get some definition.

  2. I would like to make inset those into the motor housing, but the topology is making that hard. Pro-boolean would be a life saver here.

I started the UV map for the low poly as well. What a mess… Does anyone agree that UV mapping isn’t fun, or am I just tired and cranky?