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Topic Starter Topic: Re: Screenshots

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 01-18-2009 08:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


think chunk from the goonies
Image
put on a happy face :)




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-18-2009 09:44 PM           Profile   Send private message  E-mail  Edit post Reply with quote


lol that's better than what I had in mind
Image




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2009 03:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


If I get him to shout HEY YOU GUYS!!! can I be an hero plz?




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2009 05:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


lol, some misc low detail map objects:

Just thought I would share just a few of the map objects that I've been working on. Now we always need more of these, so if you think you are up to thetask of making a few, get in touch with us. The more the better!

Image




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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 01-19-2009 11:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the comments guys.

fkd: Glad you like it man. You can find some additional shots of this project on my website. Here is the direct link.

o'dium: What texture resolution are you using on your models? They all look so nice and crisp.




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axbaby
axbaby
Joined: 22 Dec 1999
Posts: 17369
PostPosted: 01-19-2009 01:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


phantazm11 wrote:
Thanks for the comments guys.

fkd: Glad you like it man. You can find some additional shots of this project on my website. Here is the direct link.

o'dium: What texture resolution are you using on your models? They all look so nice and crisp.


you have a gift that will someday payoff if you desire it



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2009 02:24 PM           Profile   Send private message  E-mail  Edit post Reply with quote


phantazm11, resolution depends on the asset. they range from 16x16 to 512x512. Things like the tin cans are 64x128, things like the wet sign and cardboard boxes are 256x256, while the barrels are 512x512, it all depends :p




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 01-20-2009 02:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Finally, we just made it to the final round of the ModDB Top 100 Released/Unrelased mods of 2008! Great news for us. If anybody likes what we are doing can you please vote for us there? Only takes a click:

http://www.moddb.com/games/overdose

Thanks guys.

I hate the unreleased cathegory of moddb awards (I can't see it like anything else than "the best hype award"). But that's not your fault, so you got a vote.

BTW, last year indie games cathegory had 5 out of 7 quake engine based games. This year there's only irongrip :/




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-20-2009 03:36 AM           Profile   Send private message  E-mail  Edit post Reply with quote


The only think I hate about the unreleased part is Black Mesa... Not because its bad... But because it wins every... fucking... year...

Argh...




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 01-20-2009 01:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


@ phantazm11, how long's that supposed to be, amounts of levels that is...



_________________
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


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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 01-21-2009 06:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot: It will be three levels.

axbaby: It would be nice for sure :)




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-21-2009 07:59 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Came back today and did some work on the wall...



Still a bit modular but I'm very happy with it compared to how it was.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 01-22-2009 12:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Are you working from a layout already done, or are you designing it as you go?



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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


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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-22-2009 07:56 AM           Profile   Send private message  E-mail  Edit post Reply with quote


from a layout




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-22-2009 08:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ever do something unintended that totally screwed things up, yet looked kind of cool?

Whups!


I had some orange fog sitting in the pit that when raised too high came into contact with some vertex lit models that resulted in some interesting effects.



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Last edited by AEon on 01-18-2010 05:28 PM, edited 1 time in total.Reason: lvlshot'ed that image.

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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 01-22-2009 11:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks like a Valve dev texture =)



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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


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 01-22-2009 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


Tech Noir/Cyberpunk styled...

This maps done - gameplay vise - tested many, many times. But it might take a while to fix the graphics...
(Ps, I know the "trash texture" on the ground looks very bad, it's also very temporary =))



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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


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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 01-22-2009 02:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


very cool Hipshot, when can we test it?




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Mercenary
Mercenary
Joined: 08 Oct 2006
Posts: 200
PostPosted: 01-24-2009 08:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


My failed attempts at creating textures.

Image

Image




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 01-24-2009 09:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Upside-down shadows on the bolts in the lower picture?




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Mercenary
Mercenary
Joined: 08 Oct 2006
Posts: 200
PostPosted: 01-24-2009 09:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Errrrr. thanks, was wondering what was wrong with the bottom section
sec. lemme fix that




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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 01-24-2009 09:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Similar problem with the top one. Looks like some of the bolts are getting lit from the north, and others from the west (compare the top two bolts on the right side, for instance). Other than that, they look pretty cool. :)




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-24-2009 05:11 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Here's the first texture I've tried to make. I'm having a hell of a time getting the cloning tool to behave properly but this is what I've managed so far:


I'd really appreciate it if some of the pros here could give me feedback on this one so I can get this ready for use ingame :)




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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 01-24-2009 06:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm...confused? I assume that's not a shot of the actual texture, but of the texture tiled 3 x 3?




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Immortal
Immortal
Joined: 12 Mar 2005
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PostPosted: 01-24-2009 06:25 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Correct. 3x3 tile.




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 01-25-2009 01:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


I like that texture



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-25-2009 02:38 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Thanks. Here's the actual texture (non-tiled) with its normal and specular maps as well:

256 x 256 saved as 24 bit TGA

Image
Image
Image


And another brick texture I'm working on:

512 x 512 saved as 24 bit TGA
Image
Image
Image




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 01-25-2009 03:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Can you post a render view of them as well?



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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 01-25-2009 11:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
Came back today and did some work on the wall...



Still a bit modular but I'm very happy with it compared to how it was.


it is way better, but i feel it needs that center-piece decoration before that wall becomes significant. i totally agree with previous thoughts on a large vehicle bay door, maybe even damaged so that it no longer works...




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 01-26-2009 12:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wattro I think you should push it a bit out from the wall



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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 01-26-2009 05:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
Correct. 3x3 tile.


Take the following with a grain of salt, I'm no texture artist. I like it, but I would be inclined to break up the orange a bit. It's pretty darn orange. Maybe take the shinier, brighter "cross" part and color-shift it to a tan, or a brown, or maybe even a bluish-gray? Just a thought...




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-26-2009 05:53 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Ok so added a see-through type door that Im going to go back over later but I'm considering blowing a small (crouch) hole in the door and opening a new route to go around the building through it.





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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 01-26-2009 08:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


silicone:

make it massive, like 2-4 times bigger...it looks like it's no wider than your stairs. i wouldn't worry about see-through or an alternate way out because then you have to do more work, but that's just my dev-fu at work...

instead of the ramp you got, just have the loading bay area depressed down a foot or two, that'll give the ground a breakup and create some interesting gameplay over more of the room instead of just one small area.

if you want an extra path, just pretend it's a garage bay and have a way to get to the parked vehicle from underneath...




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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 02-01-2009 03:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 02-03-2009 06:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty cool wall. Pretty cool wall.

Do rocks normally intersect like that? Shouldn't there be mortar or something




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