Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

ImageImage

Progressive. Lots of time wasted watching tv.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

Image
Not really happy with the wood texturing on the left building, I think the rest is pretty good though.

And my big ass blue radiant ;)
Image
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

Nice map but... Staind...?

Really...? :puke:
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Ground cobbles has way to much shadows in it... looks strange. What game is it, cod4?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

I dunno Hipshot, i rather like them like that. I had them at a lower contrast initially and I didnt think it looked as good. The game is Urban Terror btw.
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Hipshot
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Re: Screenshots

Post by Hipshot »

Instead of desaturation, maybe a better idea would be to blend some dirt or just replace it with some other texture... but I guess it looks ok. It's just so strange with shadows so defined in that area, the shadow sharpness looks like the texture photo source was taken on a sunny day...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Image

Just goofing with some lighting after screwing around with brushes for the last few days.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

I have some damn Quake 2 style shots from OverDose with loads of new work to show, but the damn FTP has been down for a week with no explanation :(
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Well damn.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Damn damn...
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Testing new sky and made a rock wall

Image

Image

-fastest compile
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

obsidian wrote:It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
Yeah, I rotated the collection of brushes that make the rockwall on a 45 degree angle and it messes it up. I experimented by creating the rockwall with a terrian generator (based on a height map) then importing it in and flipping it on it's side. There's so many T-Juncs when I rotate the bloody thing that I'm probably going to have to do it the old fashioned way brush by brush. Blegh.
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

My latest titled "Whats Paradigm"

Image

Image
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

My first day in Zbrush.. this program is just crazy.
688 tris, render in modo with normal and occlusion map baked from from a Zbrush model.

and no it's not a stone dildo.

[lvlshot]http://www.g0th.se/pics/zbrush_test02.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 10:27 pm, edited 1 time in total.
Reason: lvlshot'ed that image.
[url]http://www.g0th.se[/url]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Looks amazing.
I just wonder to what extent z-brush models lend themselves to being exported and used in maps, and at what quality.
(Not that that is some definitive criterium for modeling)
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Thanks man.

I not an expert but from what I know Zbrush is mostly used to sculpt hi poly details for characters and props and then they get baked down onto a low poly mesh. The same way I done in the picture above.
[url]http://www.g0th.se[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Currently, z-brush sculpted models tend to have too many polys to be used directly in-game so yes, they are baking the vectors into the normal map to be virtualized.

You might see interesting things in the future given how Carmack has been talking about voxels.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

@WHAT: that looks very foxy. Is there an alpha to play-test?
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

Yes indeed. It's for Warsow.

http://what.iqclan.com/map_whatsparadigmb3.pk3

http://www.warsow.net

Good news too, I'm now a mapper on the development team. Woot woot :D
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Photoshop plugin?

jeez man, get Crazy Bump!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

o'dium wrote:
Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Photoshop plugin?

jeez man, get Crazy Bump!
Yes, Crazy Bump is indeed crazy, but unfortunately not free. But if you're serious about game design, it's an essential tool for the old toolbox.

The Photoshop plugin is basically a heightmap to normalmap converter, so it doesn't translate all the vectors as accurately as a real normalmap generated from polygons.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

obsidian wrote:
You might see interesting things in the future given how Carmack has been talking about voxels.
That's interesting that you mention that obsidian.

I've been looking in to voxels myself and have been wondering why we haven't been seeing more useage out of them. They're a crazy powerful thing.

It's neat to see that there's some kind of hint towards what Carmack may be working on and that it might be voxel-based.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Well, he mentioned at one of his keynotes at QuakeCon (I think) how he had virtualized textures by streaming them into the renderer using Megatextures, and how his current work is trying to do the same thing of virtualizing polygons. Then he talks about voxels at another conference (can't remember which one) but anyway, that's what he's probably working on. It'll likely be slated for Id Tech 6 if anything, which is a couple of generations from now.
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