Quake3World.com
https://www.quake3world.com/forum/

Screenshots
https://www.quake3world.com/forum/viewtopic.php?f=10&t=51
Page 97 of 210

Author:  fKd [ 01-18-2009 08:52 PM ]
Post subject:  Re: Screenshots

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

Author:  Silicone_Milk [ 01-18-2009 09:44 PM ]
Post subject:  Re: Screenshots

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

Author:  o'dium [ 01-19-2009 03:11 AM ]
Post subject:  Re: Screenshots

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

Author:  o'dium [ 01-19-2009 05:31 AM ]
Post subject:  Re: Screenshots

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

Author:  phantazm11 [ 01-19-2009 11:29 AM ]
Post subject:  Re: Screenshots

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.

Author:  axbaby [ 01-19-2009 01:12 PM ]
Post subject:  Re: Screenshots

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

Author:  o'dium [ 01-19-2009 02:24 PM ]
Post subject:  Re: Screenshots

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

Author:  jal_ [ 01-20-2009 02:59 AM ]
Post subject:  Re: Screenshots

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 :/

Author:  o'dium [ 01-20-2009 03:36 AM ]
Post subject:  Re: Screenshots

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

Argh...

Author:  Hipshot [ 01-20-2009 01:25 PM ]
Post subject:  Re: Screenshots

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

Author:  phantazm11 [ 01-21-2009 06:13 PM ]
Post subject:  Re: Screenshots

Hipshot: It will be three levels.

axbaby: It would be nice for sure :)

Author:  Silicone_Milk [ 01-21-2009 07:59 PM ]
Post subject:  Re: Screenshots

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.

Author:  Hipshot [ 01-22-2009 12:53 AM ]
Post subject:  Re: Screenshots

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

Author:  Silicone_Milk [ 01-22-2009 07:56 AM ]
Post subject:  Re: Screenshots

from a layout

Author:  obsidian [ 01-22-2009 08:56 AM ]
Post subject:  Re: Screenshots

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.

Author:  Hipshot [ 01-22-2009 11:04 AM ]
Post subject:  Re: Screenshots

Looks like a Valve dev texture =)

Author:  Hipshot [ 01-22-2009 11:16 AM ]
Post subject:  Re: Screenshots

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 =))

Author:  rgoer [ 01-22-2009 02:38 PM ]
Post subject:  Re: Screenshots

very cool Hipshot, when can we test it?

Author:  Grenader [ 01-24-2009 08:04 AM ]
Post subject:  Re: Screenshots

My failed attempts at creating textures.

Image

Image

Author:  Fjoggs [ 01-24-2009 09:02 AM ]
Post subject:  Re: Screenshots

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

Author:  Grenader [ 01-24-2009 09:10 AM ]
Post subject:  Re: Screenshots

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

Author:  pjw [ 01-24-2009 09:53 AM ]
Post subject:  Re: Screenshots

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. :)

Author:  Silicone_Milk [ 01-24-2009 05:11 PM ]
Post subject:  Re: Screenshots

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 :)

Author:  pjw [ 01-24-2009 06:24 PM ]
Post subject:  Re: Screenshots

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

Author:  Silicone_Milk [ 01-24-2009 06:25 PM ]
Post subject:  Re: Screenshots

Correct. 3x3 tile.

Author:  g0th- [ 01-25-2009 01:12 PM ]
Post subject:  Re: Screenshots

I like that texture

Author:  Silicone_Milk [ 01-25-2009 02:38 PM ]
Post subject:  Re: Screenshots

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

Author:  g0th- [ 01-25-2009 03:12 PM ]
Post subject:  Re: Screenshots

Can you post a render view of them as well?

Author:  wattro [ 01-25-2009 11:21 PM ]
Post subject:  Re: Screenshots

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...

Author:  g0th- [ 01-26-2009 12:18 AM ]
Post subject:  Re: Screenshots

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

Author:  pjw [ 01-26-2009 05:47 PM ]
Post subject:  Re: Screenshots

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...

Author:  Silicone_Milk [ 01-26-2009 05:53 PM ]
Post subject:  Re: Screenshots

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.



Author:  wattro [ 01-26-2009 08:23 PM ]
Post subject:  Re: Screenshots

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...

Author:  g0th- [ 02-01-2009 03:47 PM ]
Post subject:  Re: Screenshots

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.


Author:  Kaz [ 02-03-2009 06:30 AM ]
Post subject:  Re: Screenshots

Pretty cool wall. Pretty cool wall.

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

Page 97 of 210 All times are UTC - 8 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/