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Topic Starter Topic: Re: Screenshots

Commander
Commander
Joined: 05 Jun 2008
Posts: 125
PostPosted: 05-15-2009 12:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Trak: Screenshot looks great. I also had a look at your Homepage. Great textures, really! Keep that up!




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Recruit
Recruit
Joined: 09 May 2009
Posts: 8
PostPosted: 05-15-2009 02:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


The yellow strip above the door in the third shot has some pretty noticeable tiling artifacts. I'd either even out the texture or break it up in the map a bit with some trims.

Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 05-15-2009 04:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Those textures are very close to the ones I did for my crescent level.



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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 05-15-2009 06:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks great Sumatra, I like the color scheme.
but I think you got a little to much ambient light in there. I can barely see that some of the smaller lights gives away any light. You can also see the tiling quite easily on some of the textures.



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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-15-2009 07:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Peenyuh wrote:
Not at all. I really like the look of these "grey" maps. Though, TRaKs Q2W map is Fantastic! Seems to have found the perfect accents for it.


I'll keep a main grey theme with colored areas, but I just want to break up the overall "grey look" a bit more...

jal_ wrote:
I love the color combination and clean looks of the second and third shots (the second the best). The one I like the less is the first.


I just want to distinguish the different areas to support the players orientation on the main items.
So in the first shot the megahealth area is not just blue but has also a bit more weathered/stoney look.
The other parts are more clear and clean.

TRaK wrote:
The yellow strip above the door in the third shot has some pretty noticeable tiling artifacts. I'd either even out the texture or break it up in the map a bit with some trims.

Aside from that, the map looks good. I like the color scheme, and those round lights are a nice touch.


Yeah, thats right, the yellowpainted concretetexture is not tiled very clean. It's all WIP. So the textures will be finetuned in the future as well as the lighting..

Hipshot wrote:
Those textures are very close to the ones I did for my crescent level.


Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:

g0th- wrote:
Looks great Sumatra, I like the color scheme.
but I think you got a little to much ambient light in there. I can barely see that some of the smaller lights gives away any light. You can also see the tiling quite easily on some of the textures.


The lighting was no part until now. It's just a huge amount of ambient and skylight. I'm designing the overall lighting in a later stage of process. Anyway glad you like what you see for now.


Thanks to all for your fast feedback, hope to slap out a beta next week when my wisdom teeth are being removed.
I'll keep you posted with screenshots if I got something new...



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Recruit
Recruit
Joined: 09 May 2009
Posts: 8
PostPosted: 05-15-2009 11:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Some steampunk textures I'm working on for a new map:
Image
It's just a simple test room btw
Like my other texture sets, they'll be made publicly available on my website when they're done.



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btw cocks
btw cocks
Joined: 16 Aug 2003
Posts: 3216
PostPosted: 05-16-2009 03:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


textures look decent enough but holy shit I can't wait for everybody to forget that steampunk ever existed




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-16-2009 06:18 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I've been noticing a lot of steampunk stuff lately. I wonder why that is?

I want to see more cyberpunk :drool:




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 05-17-2009 01:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


sumatra wrote:
Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:


It's nice. No blame.
QuakeLive's new levels are looking great. Finaly iD's comming close to the community in means of graphics (for Quake3).

Silicone_Milk wrote:
I've been noticing a lot of steampunk stuff lately. I wonder why that is?

I want to see more cyberpunk :drool:


I started a cyberpunk level a wihle ago. But I after a short wihle figured that it's not for Quake3s performance level, then it's not for me - Not anymore. The level ended up as Crescent.



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 05-17-2009 10:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


sumatra wrote:
Hipshot wrote:
Those textures are very close to the ones I did for my crescent level.
Yeah, I also used the great library of cg-textures for reference material.
My main inspiration comes from the new ql-map "trinity", but I was also inspired by your texturedesign. Anyway I've done all by myself on base of those materials on cg-textures and this was a great experience.
So I hope you don't want to blame me for copying textures or ideas of you.. :offended:
You can hardly be accused of stealing or plagiarism when using images from publicly available libraries so I wouldn't worry about it if I were you. :rolleyes: @ the very idea.



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-18-2009 05:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


We got a certain something working in OverDose... Can you tell what it is yet...?

Image




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The Afflicted
The Afflicted
Joined: 27 Mar 2002
Posts: 793
PostPosted: 05-18-2009 07:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


Impressive




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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 05-18-2009 08:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


you got rocks working? :p




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 05-18-2009 09:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


world machine?




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-18-2009 09:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote





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Insane Quaker
Insane Quaker
Joined: 19 May 2007
Posts: 262
PostPosted: 05-18-2009 09:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


megatexture? :)

edit: didn't know you posted the correct answer on this page but I though i recognized those rocky formations.

looks very nice, how much is it left before we can see a beta of even a final product of Overdose?



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-18-2009 10:06 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I would say over 9,000 days.

No, atm we are working pretty damn heavy on tools and stuff for the team to make everything as easy as possible. But theres a lot of stuff I have sitting on my HDD in screenshot form that I can't post yet, like Player model renders and movies etc. Remember that Marauder Medic...? Yeah, hes done ;)




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 05-18-2009 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice. Is the MT restricted to z-plane mapping or can you do it on other axes as well?



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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 05-18-2009 11:27 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Anything really, that can be UV mapped. So it can be a on a pure flat wall.




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Commander
Commander
Joined: 27 Apr 2009
Posts: 102
PostPosted: 05-19-2009 06:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


@o'dium
that is pretty intense, how many hours did that take to finish?



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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 05-21-2009 12:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


TRaK wrote:
Some steampunk textures I'm working on for a new map:
Image
It's just a simple test room btw
Like my other texture sets, they'll be made publicly available on my website when they're done.

I love it. This should be in wsw :P




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Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 05-21-2009 12:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Nice. Is the MT restricted to z-plane mapping or can you do it on other axes as well?

The screenshot itself has lots of vertical and good looking planes :)

BTW, Who was talking about cgtextures a few posts ago? Does the road ring a bell? ;)




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 05-21-2009 07:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


ETQW terrain (as in the example posted by o'dium above) is UV-mapped in a modeling app the traditional way, with z-plane megatextures layered on top. ETQW cannot use megatextures along any other axes. Hence the question.

id Tech 5 is supposed to remove this restriction so that virtually any world surface can take advantage of megatexturing.



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 05-21-2009 06:19 PM           Profile   Send private message  E-mail  Edit post Reply with quote


How exactly does megatexturing work? I tried finding something of some sort of value to read but can only find tutorials on how to make them.

Is it texture streaming through the use of a quadtree or something along those lines?




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-22-2009 12:37 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Two parts. One is the creation, which is a large part of the mega texture. Its made using a whole range of variables you can update in real time that blend the terrain textures into the correct places, so that hills blend into rock, with grass blending between the cracks and what not. This is done using a combination of awesome code, distribution textures and angle vectors.

The second phase is getting it working ingame, which is done by loading only whats needed at a given time, streaming if you will.

So far we have managed to compress our MT's down to about 8x smaller in file size over standard .tga with zero difference in quality, but we can go much further still, so thats where the tests are coming in. The first test for us was getting it there, hence the ET:QW terrain. The second test is actually making it all, from scratch, with our own media, which is going quite well. High poly sculting of terrain is a right bitch though :P




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 05-25-2009 01:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


give us a render of ya player models already :) go on, you know you want to




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-26-2009 12:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I honestly can't right now :( They are pre-zbrush stage so they dont want them out just yet :(




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 05-26-2009 04:26 PM           Profile Send private message  E-mail  Edit post Reply with quote








just to prove im not slacking off :) very VERY early shots of 1 of 2 new maps im working on...
q3dmp11 - Tech Edge.

here is the pk3 if ya wanna take a wee look, im sure textures will be missing as mappacker has a tendency to do that

http://www.mediafire.com/?sharekey=b674 ... f6e8ebb871




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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 05-27-2009 03:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


unreal background? that brushwork style reminds me a lot of UT levels




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 05-27-2009 05:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


nitin77 wrote:
...that brushwork style reminds me a lot of UT levels


Yes, same here. And I have an UT classic background. That looks very Ut-ish... :olo: (which is nothing bad IMO)



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Immortal
Immortal
Joined: 02 Jun 2006
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PostPosted: 05-27-2009 05:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


ha indeed i do have a ut background :) used to have a site on planetunreal back in the day lol




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 05-28-2009 03:34 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Meet The Team - Marauders

In order left to right - Drone (Grunt), Locum (Medic), Scout (Recon), Technician (Engineer) and Infiltrator (Field Ops.).:

Image




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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 05-28-2009 04:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


fkd/sumatra,

what levels? I love classic UT




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 05-28-2009 04:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


ummm ctf-433 was mine, as well as ctf-sublevel17..there were a bunch of others but these 2 were prolly the best from me.




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Grunt
Grunt
Joined: 01 Mar 2005
Posts: 50
PostPosted: 05-29-2009 01:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Meet The Team - Marauders


Nice! They look like some sort of renegade zombie Strogg.




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