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Re: Screenshots
Posted: Mon Mar 28, 2011 2:41 pm
by obsidian
I think some of the textures in the first screenshot may need a bit of work:
The texture on the pipes are tiling like tiger stripes. It gives your map a very horizontally layered-like-a-cake look when I think the high ceiling could be accentuated by some vertical lines. The pipes would help to create those, but the texture camouflages it away in more horizontal lines.
IMO, the "burned" edges of those yellow and orange panels could be lightened and neutralized a bit. It's hard to tell from the angle what material they are supposed to be but not very many materials would darken so much just along the edges.
I love the second shot. All the textures here look good and good uses of all the decals. I think you could continue the dark trim of the arches all the way down so they don't look like they're floating.
Great work otherwise, I think you've captured the theme.
Re: Screenshots
Posted: Tue Mar 29, 2011 5:38 am
by dONKEY
Hey thanks Obsidian, some good pointers.
I reused the metal panel textures with the dark edges for the pipes. Now you point it out I think you have a point. When I've finished the geometry I'll look at new pipe textures.
It's difficult to explain but I was using the darkened edges (an I have decals in a similar style) to create an illusion of shadow so I can build with blocks and appear that the edges aren't straight. It gives a cartoony feel as well that I kind of liked. You guys can see when I'm done, I'm sure if it doesn't work you'll let me know.
As for the arches, yes the last section I am working on uses the trim all the way around and it does look better.
Re: Screenshots
Posted: Sun Apr 03, 2011 1:01 pm
by Bonnebez
Poly orgies with recent games ( i am currently testing how many polys my 3 years old graphic card can display in quake 3 with a bunch of 1000 poly spheres that i put in a map, i will put the results in a moment)
[lvlshot]
http://images.gamersyde.com/image_vanqu ... 7_0005.jpg[/lvlshot]
http://images.gamersyde.com/image_vanqu ... 7_0001.jpg
Sometimes even others can over stretch textures, look at the beasty gun
http://gamerinvestments.com/video-game- ... eens-1.jpg
Re: Screenshots
Posted: Sun Apr 03, 2011 1:33 pm
by Plan B
Impressive shots.
You're actually working on this, Bonnebez?
Re: Screenshots
Posted: Sun Apr 03, 2011 2:00 pm
by Bonnebez
No.
Here is the result of my bench map. I think i should get a recent graphic card
PS: i almost died from a heart attack during the test because my pc was doing a strange noise: i removed my headphones and it was the neighbor using his hoover....
[lvlshot]http://serge.billault.pagesperso-orange.fr/Quake3/bench_test.jpg[/lvlshot]
Re: Screenshots
Posted: Sun Apr 03, 2011 2:43 pm
by obsidian
In case you aren't aware, the screenshots thread is for stuff that you are working on. It's a little confusing when you post pictures of other games here with little description.
Also, try to keep large screenshots to a minimum. Just resize them or link to them instead.
Thanks.
Re: Screenshots
Posted: Sun Apr 03, 2011 3:03 pm
by Bonnebez
Noted. I didnt uploaded any picture yet.
Is it limited to stuf we are working on for quake 3 ?
Re: Screenshots
Posted: Sun Apr 03, 2011 4:19 pm
by Eraser
Not necessarily. A few pages back you'll find screenshots from something someone is working on in UDK. Even further back there are screenshots for some wild-west game I can't remember the name of. But I'd say that since this is Quake3World, let's not go over board with screenshots of other games.
Re: Screenshots
Posted: Sun Apr 03, 2011 5:53 pm
by o'dium
I just finished a new Field Ops head variant. It was based on this ref:

Re: Screenshots
Posted: Sun Apr 03, 2011 10:41 pm
by mrd
Looks good, I think his jaw could be a smidge wider though.
Re: Screenshots
Posted: Mon Apr 04, 2011 12:45 am
by fKd
hmmm something about it looks wrong, cant quite put my finger on it... its... off. it kinda looks like the whole thing has been stretched vertically or something, also the eyes look a little close together.. hmmm weird. sorry i cant be more helpful..
Re: Screenshots
Posted: Mon Apr 04, 2011 1:19 am
by Bonnebez
If more than one person remark the same things then perhaps there is something.
Here is what, i think, we are refering to (it might have something to do with the perspective used to render the face, though ):
[lvlshot]http://serge.billault.pagesperso-orange.fr/temp/jaw.jpg[/lvlshot]
Sorry for having used your picture, but that's to illustrate what we were thinking about. I will delete it from its location within a day.
Re: Screenshots
Posted: Mon Apr 04, 2011 5:21 am
by fKd
Re: Screenshots
Posted: Mon Apr 04, 2011 6:56 am
by Eraser
That looks great fKd. Really refreshing style.
Oh, I know it's WIP, but that jumppad in the last screenshot, it looks a bit lost, like it's not integral part of the geometry. And the entire floor it sits on is a bit of a big slap of texture-tiling.
Re: Screenshots
Posted: Mon Apr 04, 2011 7:18 am
by o'dium
bonnebez, no, lol, not a chance in hell I would deform it that way, that looks retarded.
What you are seeing is the FOV causing perspective issues. Nothing to do with the mesh, which I assure you is within realistic proportions.
However I'm so not happy with that hair/hairline, I'll re-do the texture when I get home from work.
Re: Screenshots
Posted: Mon Apr 04, 2011 7:24 am
by Eraser
bonnebez, remember, o'dium is never at fault. It's always the perspective. Even if you're seeing the model from three different perspectives. Remember that. Never question the o'dium.
Re: Screenshots
Posted: Mon Apr 04, 2011 9:14 am
by Silicone_Milk
o'dium wrote:bonnebez, no, lol, not a chance in hell I would deform it that way, that looks retarded.
What you are seeing is the FOV causing perspective issues. Nothing to do with the mesh, which I assure you is within realistic proportions.
However I'm so not happy with that hair/hairline, I'll re-do the texture when I get home from work.
Then take some screenshots using an FOV that doesn't cause your models to look different than what you intend.
Re: Screenshots
Posted: Mon Apr 04, 2011 10:16 am
by Eraser
o'dium rage in 3... 2... 1...
Re: Screenshots
Posted: Mon Apr 04, 2011 11:05 am
by SoM
Re: Screenshots
Posted: Mon Apr 04, 2011 1:01 pm
by o'dium
There's far more going on than you likely think at first glance. FOV is a tricky thing to work with when taking in engine shots because of how it works. There's a reason games have recently adapted a closer zoomed in FOV over what were used to in the 90's, and it's not all to do with console ports. Sure it factors into things like the distance we sit from the tv being more than that of a computer monitor, but it looks more natural, too. Let's not forget FOV implementations too, horizontal FOV vs vertical FOV, all sorts. Anyway this is a case of six of one half a dozen the other. I change the FOV and maybe the head looks too small. Or maybe the face looks to big for the head. It's not as simple as you may think. Model editors have a totally different FOV setup as games, some times having extremely low FOV. Each one works differently, and it would likely look right in a model editor shot.
The problem is, I can't really post model editor shots because that solves one problem and opens other. OverDose has very specific rendering capabities, post processing, specular power/scale, alpha to coverage, bump mapped environment mapping, rim lighting, sub surface scattering... The list goes on. The point is posting bullshots from editors is like a huge lie. People like to see the gestalt result they want to look and know that's exactly what they are getting.
I can't do much now, but when I get home from work and after I fix the hair/hairline, I'll post shots from different editors as well as multiple shots from different angles at different fovs ingame.
Some of you think I don't care, but I dont say snit unless I have a reason to back it up. I always listen to crits, even if I dont agree, so trust me I'll check the scales again later.
But I would appreciate it if people didn't jump down my throat as if I'm just pulling shit out of my arse.
I also typed this from an iPhone so Sorry for typos etc.
Re: Screenshots
Posted: Mon Apr 04, 2011 1:07 pm
by o'dium
Also, this is LEM eraser/. Im all for some good old fashioned fisticuffs, but so far you haven't added anything even remotely worthwhile to this thread other than flaming and baiting. Feel free to post your tears in the void about me, though.
Re: Screenshots
Posted: Mon Apr 04, 2011 4:25 pm
by o'dium
Ok, well I'll update the shots with the new textures in a min and a different FOV, but first, here.
This shows the difference FOV makes to showsing stuff. First a static pic (the original shot up top, was FOV 35)
And now an animation because you can't always tell from a pic just how much difference there is. But its a HUGE difference:
I'm leaning towards around 75-80ish, for future shots? Thoughts?
Right, anyway, to re-do that shot...
Re: Screenshots
Posted: Mon Apr 04, 2011 4:50 pm
by neoplan
@fKd: Really nice screenshots! You must never stop mapping for q3!
Two screenshots of my WIP:

Re: Screenshots
Posted: Mon Apr 04, 2011 5:01 pm
by obsidian
Reminds me a bit of
Skyland.
Re: Screenshots
Posted: Mon Apr 04, 2011 5:02 pm
by Bonnebez
Players use a lot of different color / contrast / lighting settings with their monitors and game config. For exemple i discovered that the shots that i uploaded are approx. 2 times brighter on my work machine than on my home machine. Also a same level played at work or at home have a completely different lighting for a same game config and monitor settings but a different graphic card. How do you handle these differences, is there a way to make it so a level appear as closely as possible as what you want it to appear on someone else screen ?