Art of Rage

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Art of Rage

Post by obsidian »

Polycount has a feature on the game assets for Rage.
Joey Struve (struve) is showing off a crazy amount of vehicles and props for all you hard surface fans.

Phillip Bailey (phillip.bailey) is presenting some of his work on the Rage environments, including before and after shots of IdTech5’s new highlight feature in action.

And what would an art dump be without some characters to show? Vitaliy Naymushin (rawkstar) dropped in with some amazing character work, along with more eye candy on his site.
Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
fKd
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Re: Art of Rage

Post by fKd »

what no link for the lazy?

here is his personal site: http://t3h-v.com/portfolio.html

and to polycount: http://www.polycount.com/2011/10/19/the-art-of-rage/
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Eraser
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Re: Art of Rage

Post by Eraser »

Seeing things in concept art and the final in-game model is pretty cool. It's interesting to see how accurately the in-game model mimics the concept art. Should really be no surprise, but to me it is. Usually when you see concept art they're just rough sketches of things. But because the concept art has such detail, it's also interesting to see what the differences are.
cityy
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Re: Art of Rage

Post by cityy »

Somehow related:
There was an interview with Seneca Menard, the Lead Technical Designer at id Software about the usage of Modo for Rage and the design in general featured in the recent Luxology newsletter.
I'm yet to watch it though because I'm in school at the moment.
www.ferdinandlist.de/leveldesign
obsidian
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Re: Art of Rage

Post by obsidian »

lol... whoops. Forgot the link when searching for the screenshot.

Thanks for the link cityy. I'd like to learn Modo, I've played around with it briefly and really like the interface, so much easier than Max, but it's still yet another software suite with a massive learning curve.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
cityy
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Re: Art of Rage

Post by cityy »

Hehe, I'm still waiting for the copy I won at the last MSG mapping competition. Gonna learn it aswell. Watching the interview now.
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obsidian
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Re: Art of Rage

Post by obsidian »

Modo has an interesting grid system that changes depending on your view and surface that you're working on, so you can just work on everything from the perspective view and other traditional view angles like top, side and front are pretty much obsolete. Working on non-axial grids to build off of non-axial surfaces are just as easy. Max has autogrid and grid helper tools, but nothing as easy and automatic. Max's main advantage is that it has everything and the kitchen sink built in for the whole production process of everything from game development to architecture to film.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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