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				Re: Screenshots
				Posted: Mon Feb 27, 2012 12:22 am
				by sock
				dghost77 wrote:Can't wait to see the blue set with that, why not add a red one also to make a 3 colors set for a complete team set?
I have blue, green, orange and yellow versions of the textures, I think I have all types of bases covered!  

 I need to create a couple more panels and it should be a complete set for industrial junkies.
 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 2:20 am
				by dghost77
				oh nice, a complete life saver set. Can't wait to see it, or taste the raibow...
			 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 2:42 am
				by obsidian
				Lunaran's "You'll Shoot Your Eye Out"
 http://lunaran.com/page.php?id=218
http://lunaran.com/page.php?id=218
Wasn't sure where to post this, so this will do.
(Everyone say, "FUUUUUUUUUUUU....") 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 3:06 am
				by dghost77
				omfg this is gorgeous, scientific art in itself. I'll have to try that for sure. The method he used to do that with python is very ingenious. Thx for sharing obsi!
			 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 7:38 am
				by Kimza
				sock wrote:Another box map to test my industrial texture set. No decals or detail, just a quickie light setup!
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust3.jpg[/lvlshot]
So damn sexy sock! really good job with the texture set 

 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 7:55 am
				by Eraser
				obsidian wrote:Lunaran's "You'll Shoot Your Eye Out"
Wait... I thought this was "old!"
Stumbled upon it a couple of weeks ago already....
Do read the whole article that goes with the map. It's an interesting read.
 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 5:02 pm
				by skinNCNmaster
				been awol from mapping a bit, heres the current project tho.. kinda like 700 audio files and  210 minutes...
[lvlshot]http://www.rave.ca/en/image/original/444002/[/lvlshot]
some nece screens guys/gals
			 
			
					
				Re: Screenshots
				Posted: Mon Feb 27, 2012 10:36 pm
				by dubz
				that yellow in socks texture set is what is missing in most maps. take it away, its still beautiful, but kind of dead. hipshot also knows how to bring life into it with the right colors
  
  
 
			
					
				Re: Screenshots
				Posted: Tue Feb 28, 2012 4:56 pm
				by o'dium
				In before show something new ffs:
[lvlshot]http://www.team-blur-games.com/overdose/indiegogo_media/od_indiegogo_new_1_large.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Wed Feb 29, 2012 2:31 pm
				by o'dium
				
			 
			
					
				Re: Screenshots
				Posted: Wed Feb 29, 2012 2:32 pm
				by Eraser
				His face looks oddly dithered somehow?
			 
			
					
				Re: Screenshots
				Posted: Wed Feb 29, 2012 3:43 pm
				by obsidian
				Probably has something to do with lighting and sub-surface scattering.
			 
			
					
				Re: Screenshots
				Posted: Wed Feb 29, 2012 3:56 pm
				by sock
				More industrial stuff ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust4a.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust4b.jpg[/lvlshot]
@o'dium, the room is too small and does not make sense will all the greenery. The ivy washing line and dead twig bushes makes it feel like you are placing every art asset you create into one room, branch out, design a relevant space for the objects.
			 
			
					
				Re: Screenshots
				Posted: Wed Feb 29, 2012 3:58 pm
				by o'dium
				Or, its not the Quake 3 engine, and I can use more than one brush in a 10 foot room 
 
That rooms not even close to being finished, the ivy isn't correct, thats why theres none on the ceiling, or on the wall. Its very much a wip.
Its also based on something that exists already, so its not like I'm just winging it.
 
			
					
				Re: Screenshots
				Posted: Thu Mar 01, 2012 12:03 am
				by mrd
				sock, been lovin' the screenies lately. Shit looks boss 
 
Also, cheers to obs for that link to Lunaran's crazy fractal map. Didn't download, but the screenies and the story were sweet. I always remember that guy from back in the day making sweet maps.
 
			
					
				Re: Screenshots
				Posted: Thu Mar 01, 2012 9:05 pm
				by akm
				Nice textures there Sock. Wish those were available in QL, it's quite difficult to create original looking maps with the current content 

 
			
					
				Re: Screenshots
				Posted: Fri Mar 02, 2012 2:44 pm
				by Bliccer
				That's what I've been up to lately:
http://db.tt/lV4aPvHV
http://db.tt/kSFCeqJP
http://db.tt/lAt80qhf
It's a compositing project for university. First time I used Maya, though.
 
			
					
				Re: Screenshots
				Posted: Sat Mar 03, 2012 4:58 pm
				by seremtan
				
now that's what i'm talking about 
 
fuck realism. fuck it right in its normal-mapped ear
 
			
					
				Re: Screenshots
				Posted: Sat Mar 03, 2012 8:43 pm
				by GONNAFISTYA
				
Nice work, but the head simply needs ears. It looks really off without them.
 
			
					
				Re: Screenshots
				Posted: Sun Mar 04, 2012 5:38 pm
				by o'dium
				You know, in all the examples I saw, I didn't see the ears sticking out at all, and when they did, it was hardly anything.
But I totally agree, think I'll try changing it up a tad when I get back.
			 
			
					
				Re: Screenshots
				Posted: Tue Mar 06, 2012 7:56 am
				by sock
				Another light/texture pass on my industrial box ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust7a.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust7b.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Tue Mar 06, 2012 7:58 am
				by Eraser
				Holy crap. That is still Quake 3? Unbelievable.
			 
			
					
				Re: Screenshots
				Posted: Tue Mar 06, 2012 8:14 am
				by EmeraldTiger
				@Sock: *cries... manly tears of happiness*
			 
			
					
				Re: Screenshots
				Posted: Tue Mar 06, 2012 10:52 am
				by cityy
				Balls, sir. 
 
 
Turn it into an entity plus level!
 
			
					
				Re: Screenshots
				Posted: Tue Mar 06, 2012 10:22 pm
				by Noruen
				Sock - what lightmapscale or samplesize do you use for compiling this "map"? 

 Because when I see that shadows, it must be something like 0.1, hm?