Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Kaz
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Re: Screenshots

Post by Kaz »

I agree with the "great work" sentiment for both obs and odium. I'll also agree with the "more color" sentiment, however, as you say, splashes would probably be the best route.

Doing a little work here and there on kazdm4 when I find time, it will be finished one day........

How do the barrels look? Any suggestions?

Teaser Images:
[lvlshot]http://student.cs.appstate.edu/freemancw/wp-content/uploads/2010/10/dm4_2.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/wp-content/uploads/2010/10/dm4_5.jpg[/lvlshot]

Link to full post (more hits FTW):
http://student.cs.appstate.edu/freemancw/archives/182
fKd
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Re: Screenshots

Post by fKd »

nasty seam on that curved doorway in the second shot. but fully solid
Plan B
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Re: Screenshots

Post by Plan B »

Barrels look fine, although there's not much you can comment on with such a simplistic object, except the texture looks sufficiently weathered :D
Might be nice to have two models; one with the lid on, and one with the lid off, lying nearby. Barrel (liquid) content optional.


Second shot looks sweet. Very Bioshocky :up:

Yeah, bit harsh seam on those curves (and worse: abnormal shadow inducing :!: )
Wouldn't fuck about with extending the curve down, though. You wouldn't get the neighboring faces to perfectly match up with the patch texture anyway, because that's stretched.
Rather, just move the curve from the wall a bit, comme ca =>

Image


I have to admit that might be getting a bit too anal, particularly since you're mapping a realistic, "real-life" scene, where shit just isn't supposed to be too perfect.
I find myself frequently hindered in mapping progress, exactly by this obsessive perfectionism, btw.
So maybe just let it slide, hehe.
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seremtan
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Re: Screenshots

Post by seremtan »

o'dium wrote:If you ignore the over excessive bloom and the path texture which was just testing, heres an overhead shot of the sand. If you think it needs reworking that much, I'll try again :s

http://www.team-blur-games.com/odium/terrain_sand.jpg
it's weird, but the rocks/foliage in the first pic look really tiny, like they're part of a rock garden. i assume they're supposed to be taller than the player in-game

maybe it's just a lighting or POV thing :confused:
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seremtan
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Re: Screenshots

Post by seremtan »

dichtfux wrote:central area
Image
you owe me new retinas, sir :p
dichtfux
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Re: Screenshots

Post by dichtfux »

No, hipshot does. He made the sky, I just (ab)used it. ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
obsidian
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Re: Screenshots

Post by obsidian »

seremtan wrote:you owe me new retinas, sir :p
That's just you being old. :p
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monaster
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Re: Screenshots

Post by monaster »

Kaz wrote: kazdm4 teaser images
It's alive! And that's good to hear/see. :sly:

@dichtux posting pics of his award-winning maps: Stunning pictures, if only I had the right Quake to play them. :tear:
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dichtfux
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Re: Screenshots

Post by dichtfux »

Some screenshots of spirit1dm3 -- Zeal & Fury for Quake.

MH area
[lvlshot]http://maps.rcmd.org/quake1/spirit1dm3/screenshots/spirit1dm3_shot01.jpg[/lvlshot]

RA area
[lvlshot]http://maps.rcmd.org/quake1/spirit1dm3/screenshots/spirit1dm3_shot02.jpg[/lvlshot]

LG / lower GA area
[lvlshot]http://maps.rcmd.org/quake1/spirit1dm3/screenshots/spirit1dm3_shot03.jpg[/lvlshot]

GL / YA area
[lvlshot]http://maps.rcmd.org/quake1/spirit1dm3/screenshots/spirit1dm3_shot04.jpg[/lvlshot]
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
o'dium
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Re: Screenshots

Post by o'dium »

I was a little bored, so I made a quick promo background for you. Nothing fancy, I'm waiting for the next model to be done before I can get some nicer ones out :p

Image
neoplan
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Re: Screenshots

Post by neoplan »

this guy seems to have a good dentist!
dichtfux
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Re: Screenshots

Post by dichtfux »

Looks good, o'dium!

@neoplan: He stole those teeth after eating the last owner I guess. Can't blame him for being choosy.
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Hipshot
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Re: Screenshots

Post by Hipshot »

Edward Tattsyrup
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
fKd
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Re: Screenshots

Post by fKd »

yup good stuff o'dium, but how about a few new map locals for us to drool over.

models are lookin good, but im betting the animations will really add that extra wow... ack, all this waiting. gg team blur
Lunaran
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Re: Screenshots

Post by Lunaran »

fKd, those are some surprisingly metallic looking textures for an engine with no speculars. nice.

A little color makes a big difference:
Image
oh yeah that's the map I'm making
Noruen
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Re: Screenshots

Post by Noruen »

Lunaran - That's really interesting, how good light can make from simple environment so effective good-looking map. Great!

o'dium - It is good, but sorry, about one or two classes worst that environment you post here before. It is based on some previus mod character, or something fresh-made? I dislike it.
cityy
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Re: Screenshots

Post by cityy »

Looks familiar Lunaran - I tend to like the new colors. Did you hit the 1GB mark yet with the filesize? :olo:

Edit: Are you using fog or is it just me?
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obsidian
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Re: Screenshots

Post by obsidian »

Lunaran wrote:an engine with no speculars
orly??? (True, but with some fancy texture/shader tricks...)

Image
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

o'dium wrote:I was a little bored, so I made a quick promo background for you. Nothing fancy, I'm waiting for the next model to be done before I can get some nicer ones out :p

Image
It looks like that guy have some light source in the mouth.
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o'dium
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Re: Screenshots

Post by o'dium »

Its just the rim lighting there.
neoplan
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Re: Screenshots

Post by neoplan »

ShadoW_86 wrote:
o'dium wrote:I was a little bored, so I made a quick promo background for you. Nothing fancy, I'm waiting for the next model to be done before I can get some nicer ones out :p

Image
It looks like that guy have some light source in the mouth.
He uses Mentadent Fluor+ tooth-paste... :rolleyes:
o'dium
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Re: Screenshots

Post by o'dium »

Or, its rim lighting, as I said. As for the teeth comments, the mouth is quite high detail, even has tonsils, and has its own texture. Theres one mouth mesh/texture for each faction to use, to make life easier on memory.
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

The rim lighting looks horribly wrong then as it appears that there's a blue light source in the back top of the mouth casting a light on the back of the tongue and the top of the molars.
Noruen
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Re: Screenshots

Post by Noruen »

Also the face is too much distorted. It is not physiologically possible and too fussy. But that body looks mutated and realistic.
o'dium
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Re: Screenshots

Post by o'dium »

The pose is terrible because I never rigged it, its a vert changed pose just for this, so don't worry.

As for the whole "im'a throw my toys out of the pram and moan the rim lighting is horribly wrong" comment keep in mind the main character was hit with a light directly in front of him and was NOT in the background map at the time.

But I do suggest you look at games that use rim lighting on characters and find me something that works to your liking (MOH/MW2 both have it for example). What you want, isn't possible, as rim lighting is additive.
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