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The Afflicted
The Afflicted
Joined: 29 Nov 2002
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PostPosted: 04-20-2007 02:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


The wood on the window doesn't look natural, seeing the amount of overexposure through the window, the back of the wood should be near black?




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-20-2007 02:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Corsair suggested changing the light to warmer color, so it won't be too black and white so to say. I update the shot above, added some more little detail and dirt decals on the ceiling.

Spookmineer: You're right, in reality it would be like that. But let's say the light bounces around the room and lit the wood a bit for the sake of visuals. Although I'm gonna look into it more.

-Method



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Mercenary
Mercenary
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PostPosted: 04-21-2007 03:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Another room:

Image

-Method



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-21-2007 05:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Messing with making vertex blended rust in Q3:

Image

Just a texst to see how it would work out. Needs a bit more tweaking.


***EDIT***

After a bit more playing around, went for a rust texture with much less low frequency data.

At distance:
Image

Up close:

Image

It's working quite well with the mipmapping I think. I did try bumping tcmod scale up higher, which gave some realy fine detail close up, but made the mips go funny at distance.

Unfortunately in order to do this with alpheafunc GE128 so it looks noisy, you're limited to very bright alpha's which become prety much invisable with blend markers bellow 75%. Shame that you can't have blendmarkers <100% (I tried, but it wouldn't work for me).

Anyway, that was a fun experiment in rust blending that I might implement in a level at some point.




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Veteran
Veteran
Joined: 24 Nov 2005
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PostPosted: 04-21-2007 09:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Cool, amp. I have actually been thinking for a while that it would be possible to model a map, uvwmap it with several different blending shaders, then use alphaMod brushes to blend together. For a grungy factory theme this could look very nice indeed. It wouldnt necessarily have to be done with models, but for me it would be easier that way.



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Lifes owner
Lifes owner
Joined: 02 Feb 2002
Posts: 1300
PostPosted: 04-23-2007 03:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty cool screens Method , remind me SilentHill/Condemned.

Keep that way.

What game is it for ? i guess you already said it, but am so lazy... :paranoid:



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-23-2007 08:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


H.Reaper: Thanks. Those environements were created in Quake 4 (Doom 3 engine). Not for a game, it's just a project I started to create texture set I always wanted for my style of levels, instead of faking urban environemnts with sci-fi textures.

-Method



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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-23-2007 09:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Method: That is really looking good, you seem to be getting grime down to a fine art. The boards over the windows could maybe benefit from some little screw/nail decals on each end so they don't look like they're held on with superglue though.




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-25-2007 01:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Another day, another room.

Image

Amphetamine: Gonna look into little details at a later stage. Good idea though.

-Method



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The Afflicted
The Afflicted
Joined: 29 Nov 2002
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PostPosted: 04-25-2007 12:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


This one look really good! The cracked floor with a slope, the walls, all have an even amount of decay over them.




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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
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PostPosted: 04-25-2007 12:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quake 4 SP map:
Image
Image



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-25-2007 04:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Lukin: Looks good man. Add dirt decals. It's all in decals :)

-Method



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The Illuminated
The Illuminated
Joined: 30 Nov 1999
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PostPosted: 04-25-2007 10:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


actually, that art looks kind of 'placeholder', by Lukin-standards.. Single player is an excuse to detail the crap out of everything.. I suspect this is an early version?




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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
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PostPosted: 04-25-2007 11:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, it's gonna look better, especially a location on the 2nd shot. Decals, sparks, flickering lights, smoke, fog, gibs, wires, broken rails and all the rest of cheap action-shooter effects are gonna be there ;)

I doubt it will end as something spectacular though - I have to finish the whole thing as soon as possible, so it's sort of speed-mapping (yeap, it's for a portfolio). Eventually I will not release the first version at all.



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-26-2007 12:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


Lukin: Hmm, that makes me believe that we're doing something similar. I take it to pass you have to show that you can create SP level in a short ammount of time.

-Method



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-26-2007 07:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Update on my Q4 project:

[old image]

[old image]

Feedback is welcome.

-Method



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Last edited by Method on 04-30-2007 07:33 PM, edited 1 time in total.

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Commander
Commander
Joined: 25 Mar 2002
Posts: 120
PostPosted: 04-26-2007 07:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


That's looking really good, Method. Is it going to be single-player?




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-26-2007 08:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks. Probably will be a SP. It's not really a level. Rather a bunch of areas I built to test the textures.

-Method



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Insane Quaker
Insane Quaker
Joined: 16 Feb 2006
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PostPosted: 04-27-2007 12:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very very nice. I love the tone of the concrete, and the detail of cracking and broken bits you've put in is great. In fact, the tone of grey especially is reminding me of some parts of Gears of War.




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Trainee
Trainee
Joined: 27 Apr 2007
Posts: 48
PostPosted: 04-27-2007 11:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Buckled concrete, cracks and uneven surface makes these pics stand out. Very good details. The pipes and the steel with the rivets are icing on the cake.



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Trainee
Trainee
Joined: 25 Jun 2006
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PostPosted: 04-28-2007 02:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


That's amazing, method :)




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Insane Quaker
Insane Quaker
Joined: 18 Jun 2005
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PostPosted: 04-28-2007 10:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very nice :icon14:



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It felt good...
It felt good...
Joined: 28 Mar 2001
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PostPosted: 04-28-2007 12:09 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Awesome looking method. Did you say you use mapman or some other tool to make your textures?




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Mercenary
Mercenary
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PostPosted: 04-28-2007 03:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks guys.

Dzjepp: I use Photoshop and CGTextures.com (photo reference). Pick a texture, make it tilable, add dirt overlays and tweak it a little bit.

-Method



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blaze a blaze
blaze a blaze
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PostPosted: 04-29-2007 11:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sorry for putting such a crap below fabolous Method's screenshots :paranoid: The project "sp map for Q4 made in a week" continued:
Image
Image
Image



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The Afflicted
The Afflicted
Joined: 29 Nov 2002
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PostPosted: 04-29-2007 11:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm trying to see where the crap shots are, because I can't find them...
Looking very good as well :)




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Mercenary
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PostPosted: 04-29-2007 02:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Lukin: Looks good man. Especially considering you're only using stock tetxures. Btw PROC and AAS means your map file hasn't been compiled and you're running an older version of the proc file. In other words compile the level to see the recent changes.

-Method



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It felt good...
It felt good...
Joined: 28 Mar 2001
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PostPosted: 04-29-2007 02:22 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Thats for the texture site mang. I take all of those textures can be used in games without getting in any legal troubles?




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Mercenary
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PostPosted: 04-29-2007 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yea, you can use them for personal and commercial use as long as you mention the site. Although they're not game ready. You still have to make them tilable and tweak them. Although it's good because most of the time they end up looking nothing like the photo reference you used.

Quote:

License

You may not sell or distribute any of these textures, use of these textures is only allowed under the following conditions:

Private or commercial use in 2D or 3D computer graphics and printed media.
Incorporation in computer games, 3D models.
Selling 3D models bundled with modified versions of the textures is allowed.

It is not allowed to sell or distribute any of these textures (either separate or in the form of texture packs.)

No mass downloading is allowed.
Tutorials and features may not be reproduced partly or fully in any form without prior permission of CGTextures

Any of these conditions can be waived if you get permission from the copyright holder (http://www.cgtextures.com).

All textures are photographed by myself, but CGTextures cannot be held responsible for damage caused by copyright infringement.
Somebody has designed and might have a copyright on for example the stickers, logos and street signs that I photographed.The use of any of these more graphical/manmade textures is at your own discretion.


-Method



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True Nightmare
True Nightmare
Joined: 06 May 2000
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PostPosted: 04-29-2007 03:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Just thought I should say that I get a little excited every time I see a new post in this thread lately. :)

Method, all of those shots are outstanding, and I love seeing what you're doing with Q4 tech, and Lukin, you have nothing whatsoever to apologize for--that's looking cool as hell. The snow kicks ass, and I look forward to checking out beta/final/whatever.




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Warrior
Warrior
Joined: 22 Feb 2007
Posts: 76
PostPosted: 04-29-2007 03:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Agreed, that is some awsome looking work all round :D




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It felt good...
It felt good...
Joined: 28 Mar 2001
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PostPosted: 04-29-2007 04:50 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Method don't you need to do the 4-stages for textures in an engine like Quake 4's (diffuse, specular, bump, normal, etc.) for them too look good in game with the ones you get from that site




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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-29-2007 05:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks pjw and Amphetamine.

Dzjepp: Yes, you do indeed need at least 3 maps for the textures. Diffuse (color), Bump (normal map) and Specular (shininess). You make them with Photoshop using NormalMap plugin:

http://developer.nvidia.com/object/phot ... ugins.html

Specular map can be made with desaturating the image and messing around with Levels.

I'm planning on making a texturing tutorial, but need to find some time first.

-Method



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
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PostPosted: 04-29-2007 09:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


dzjepp wrote:
Method don't you need to do the 4-stages for textures in an engine like Quake 4's (diffuse, specular, bump, normal, etc.) for them too look good in game with the ones you get from that site


Pretty much the definitive word on doing just that ;)
http://www.katsbits.com/htm/tutorials/c ... images.htm
http://www.katsbits.com/htm/tutorials/b ... es_pt2.htm



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Mercenary
Mercenary
Joined: 28 Feb 2002
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PostPosted: 04-30-2007 07:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Didn't have much time this week to work on this area, but I added cables on the floor, created a different rubble texture and decal that blend in with it. Take a look at the steps on the right side. Also the brown wall no longer tiles. The area is around 40,000 polys.

Image

Image

Image

Feedback on how to improve this is welcome. Also if you don't like something in the following shots, please comment on what makes you feel that way. Same goes if you like something.

Thank you,

-Method



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