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Trainee
Trainee
Joined: 08 May 2006
Posts: 25
PostPosted: 04-06-2007 04:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


very nice fjoggs, love the q2 feel



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-06-2007 04:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Mmmm Stroggy :D I love EQ2 set.

Tabun has some Q2 style Textures that I find compliment Evil's set, check this thread: http://forums.wireheadstudios.org/index ... fe664ced25

Looking really nice btw :D




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The Afflicted
The Afflicted
Joined: 11 Apr 2001
Posts: 622
PostPosted: 04-06-2007 04:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
meh

Image
Image


Really cool Fjoggs!

We want mooooooooore!
:D




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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 04-06-2007 07:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


I want to play it Fjoggs ok ok




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The Illuminated
The Illuminated
Joined: 10 Jul 2001
Posts: 1002
PostPosted: 04-06-2007 12:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Lookin' good there Fjoggs. :icon14:




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Beggar@Q3W
Beggar@Q3W
Joined: 09 Feb 2005
Posts: 1086
PostPosted: 04-07-2007 05:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just a test.
Image




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34899
PostPosted: 04-07-2007 06:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


test of what?




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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-07-2007 06:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Been playing around in MapZone2, starting to build a set of materials for per-pixel engines. Also outputting Q3 versions.

Here's a quarter size view of the materials + alpha for a grate.

Image

Here's a full size "Q3" version that's been embosed with the normal and had the alpha blacked out:

Image

I have a feelign that the alpha will look too clean, but that can be changed easily enough.

No in game shots yet, I'm trying to get a nice little set of around 20-ish and then build a test map for Q3 and Q4 using them.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-07-2007 09:30 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-07-2007 10:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


There's nothing implicitly wrong with using the filter or any 2D>normal converter for that matter, it's just a questions of understanding the detailing you can add to heighttemplate.



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-07-2007 10:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.


The whole thing is done internally in MapZone2, all the maps are generated from the same procedural sources run though a whole load of filter and effect nodes.




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 04-07-2007 11:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Generic futuristic doorway:




Last edited by AEon on 01-18-2010 10:08 AM, edited 1 time in total.Reason: Refreshed lvlshot code of images.

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Trainee
Trainee
Joined: 08 May 2006
Posts: 25
PostPosted: 04-08-2007 05:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


kaz : that kinda reminds me of UT2k4, dont know why but i dose!



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 04-08-2007 05:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Been playing alot of ut2k3 lately ;)

Also: http://portfolio.hourences.com/levels1.htm

Really beautiful work on here :o




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-10-2007 07:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Small map detail model I just did out of boredom, heh:

Image




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-10-2007 07:47 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
Been playing alot of ut2k3 lately ;)

Also: http://portfolio.hourences.com/levels1.htm

Really beautiful work on here :o


Wow some of those shots are simply gorgeous... :icon28:




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-11-2007 12:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


After seeing Lunaran's test map, I got inspired to work on textures. Here's my test (ladder inspired by Lunaran also):

Image

Once I'll make a nice texture set, I'll probably design a tourney level set in abondoned building.

-Method



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-11-2007 01:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


What FOV is that? Do yourself a favour and set it back to the default, you can barely see what's actually going on in that shot becasue of all the destortion it causes. I've never understood why people think that looks 'cool' :icon22:



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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 04-11-2007 05:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good to see some more folks making assets, nice one:)
Monochrome has so been done though;)



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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-11-2007 05:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.

dnky: Won't be too monochrome once I'll finish up other textures.

-Method



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-11-2007 06:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Method wrote:
Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.
er... I know... I have been around for a while. bleh you know what, do what you want. :shrug:



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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 04-11-2007 07:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


(Those textures are 10% cooler.. ah, nevermind.)

Textures looking good.. Anybody want to *cough* put a whack of em into a set? I've got this TDM map to re-texture, if I ever have time..




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Trainee
Trainee
Joined: 08 May 2006
Posts: 25
PostPosted: 04-11-2007 08:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


my new 1on1 ctf map, not to sure if its a bit "open" but here is a quick editor view!

Image



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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 04-11-2007 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Kat wrote:
Method wrote:
Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.
er... I know... I have been around for a while. bleh you know what, do what you want. :shrug:


Hey now, dont cool down .. this is a serious problem that should be dealt with! *cough*..

well never mind really (though I agree with kat that it usualy looks fugly =)




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-11-2007 05:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here's a FOV 90 shot. The geometry is just a place holder to test the textures.

Image

Edit: Updated this shot 4-5 time since it's been posted.

-Method



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-12-2007 03:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


That's better. Watch the specular levels on the bricks, although you can't quite tell from the shot it looks lilke you've still got a relatively high level which looks like that bricks are painted with gloss paint. Pull back the levels on the exposed bricks to give it some contrast (unless you've already done this).



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-12-2007 09:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


That's looking tidy :D

Just to nitpick for a second though... Where have the loose bricks and rubble piles come from? There appears to be no structural damage to the walls and ceiling in that shot.




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-12-2007 11:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quick update with fixed (lowered) spec and more rubble.

Image

-Method



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Insane Quaker
Insane Quaker
Joined: 18 Jun 2005
Posts: 271
PostPosted: 04-13-2007 06:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


ought to be missing a few pieces on the right wall as well.



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-13-2007 09:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looking much better with the wall damage.

Maybe clip a couple of corners off the loose bricks and break some in half? Could even export a couple and model them so you can get them normal mapped into more worn shapes.




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 04-13-2007 03:44 PM           Profile Send private message  E-mail  Edit post Reply with quote




Some low-tech texturing :)

edit: it's 384 because i ran out of ideas for the last 128pixels :P

edit2: updated with more pixels




Last edited by AEon on 01-18-2010 10:10 AM, edited 2 times in total.Reason: Refreshed lvlshot code of images.

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social engineer
social engineer
Joined: 13 Oct 2001
Posts: 30226
PostPosted: 04-13-2007 03:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kammesennin wrote:
ought to be missing a few pieces on the right wall as well.


maybe they got kicked around!

i think it looks great.




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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-14-2007 04:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here's a quick update on the textures:

Image

-Method



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 04-14-2007 04:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking decent.. keep and eye on those specular levels though, that corner that has a bright highlight makes it look like you're still using a relatively high level that's giving the surface a bit more 'reflection' then might be necessary given that it looks like you're going for a very 'dry' environment.



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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 04-14-2007 04:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kat: It's shiny because I used one light for the whole room. Plus it's a beveled patch, so I don't really know how to properly fix it, other than using a light with round texture.

Kaz: Looks nice man.

-Method



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