edit - - fixed his jacket and hood color so it matches the character, in case youre wondering im trying to make an urban real life version of: http://www.animegalleries.net/albums/Na ... hi0129.jpg
a13n i saw what you wrote.. unless i was dreaming or you edited your post, I keep making the same character because its simple and im just learning how to model / texture / uv map / bump map, once i actually can make something halfway decent i'm obviously not going to keep making the same character over and over, besides, if you've played the game, a ninja DOES belong in it... not some hooded punk that has no eyebrows haha
Last edited by Bacon on Tue Jun 23, 2009 9:58 pm, edited 1 time in total.
Q3 doodle using ID textures ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p1l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p2l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p3l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p4l.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Kat wrote:You should be banned for showing that much 'wood'
Yeah I love using wood textures, they are alot of fun to use in non-wood like structures. The map is really just a doodle, no gameplay. I recently went to Barcelona on holiday and spent ages checking out all the Gaudi stuff. I especially like how he created organic shapes from traditional materials and I wanted to play with shapes as well, hence the doodle.
Thanks everyone for the comments, Im glad you liked it, it gives me an indication of what shapes work well together. If anyone is interested in any of the pictures I took of Gaudi stuff, they are all on my site. Some have descriptive text, some don't, Ive not really got round to finishing them off yet.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
phantazm11 wrote:Q3 doodle using sock's (mostly) textures ...
Nice to see more doodles, also good as prefabs for later on when developing maps. I especially like the broken wall stuff, always lots of fun to create.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
I'll tone down the sunrays a bit but will probably keep them. The lighting is preliminary and far from final. Just wanted to get a general reaction to see if I was heading in the right direction. I can always count on you guys for honest advice.
Just a quick question. I've done a bit of searching but have come up empty handed so far. All of my terrain models are LWO's and do not block the player in game. Is there a trick (key/value pair) to make them solid, or should I reimport all models a second time with a clip material to overlay the originals? Terrain modelling in Q3 is new territory for me.
Embedding the mesh in simple clip brushes will make them solid. I remember there being a better way though but I couldn't find it on my first two searches.
Look around on Katsbits.com. Lots of stuff on idtech3/idtech4 level design through .ase (and I believe .lwo) meshes.
Kaz wrote:either spawnflags 4 or spawnflags 2, one clips the other lightmaps
@ phatanzm: Try and keep the use of the clipflag Kaz mentioned above to a minimum and on very basic shapes otherwise you'll hit the MAX_MAP_ errors in no time. Best thing to do, depending on the rest of the stuff, is just clipbrush the models in the editor or create simplified clip hulls with "clip" material applied (which is what Silicon linked to).
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]