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Topic Starter Topic: Re: Screenshots

The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 01-22-2012 07:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


That looks cool sock, do you plan on making another level for quake 3 or was this really just a doodle?

---



Started remaking swelt's Hektik for q3. I'm trying to create a q2/strogg style texture set.



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 01-22-2012 02:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sock: Looks brilliant! (Sorry MuffinMan, I stole your line :p ) The rafters at the top look especially amazing for id tech 3.

@cityy: Was this in response to that ESReality thread? Hehe looks very nice, I'm glad someone is actually putting effort into doing a proper remake rather than just recompiling it without the author's permission. Good luck with it.



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The Illuminated
The Illuminated

Joined: 08 Sep 2000
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PostPosted: 01-22-2012 02:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


@Fjoggs, ummm maybe, still got some more parts of the set to finish yet.
@cityy, it is just a doodle, I don't plan to release anymore Q3 maps. I am just having some fun with textures at the moment. It seems like everyone wants to create tech maps nowadays, not sure why.



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Trainee
Trainee

Joined: 27 Nov 2011
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PostPosted: 01-22-2012 03:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 01-22-2012 06:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


CTHULHU!



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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
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PostPosted: 01-22-2012 07:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not enough water to be Cthulhu imho. Looks more like Yog-Sothoth, or a pine cone dropped into a bowl of whole-wheat spaghetti. Nice work though, either way.



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Insane Quaker
Insane Quaker

Joined: 19 Feb 2006
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PostPosted: 01-22-2012 10:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


that there is a triple coiler




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Insane Quaker
Insane Quaker

Joined: 05 Mar 2010
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PostPosted: 01-22-2012 11:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


More like the Flying Spaghetti Monster.




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
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PostPosted: 01-22-2012 11:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


EmeraldTiger wrote:
@cityy: Was this in response to that ESReality thread? Hehe looks very nice, I'm glad someone is actually putting effort into doing a proper remake rather than just recompiling it without the author's permission. Good luck with it.


Thanks, swelt contacted me about retexturing the map after that decompiled version appeard.

sock wrote:
It seems like everyone wants to create tech maps nowadays, not sure why.

I'm just a huge fan of how Quake 2 looks.. Also creating a set like this is somewhat easier for me than creating a convincing gothic set for example. Maybe I will get there in the future.



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Old Skool'
Old Skool'

Joined: 02 May 2002
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PostPosted: 01-23-2012 02:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
@Fjoggs, ummm maybe, still got some more Q3 maps to release


Glad to hear it!

Lightmill: Looks like the Lifa/World Tree from Final Fantasy 9. :)




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 01-26-2012 07:50 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Completely and utterly unrelated to level design, but they are screenshots of something I'm working on. It's a little game that I've begun building. And yes, it is a blatant Geometry Wars rip-off :)

Image

Image



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Commander
Commander

Joined: 18 Jul 2004
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PostPosted: 01-26-2012 01:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


Playing around with neat texture set. No details and no proper lighting yet.

Image

Image

Image




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Immortal
Immortal

Joined: 02 Jun 2006
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PostPosted: 01-26-2012 01:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


looks like the classic sgtech set from ut, nice work.




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 01-26-2012 01:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Try using a patchmesh for those trim elements, you might get better results with the seams.



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The Afflicted
The Afflicted

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PostPosted: 01-27-2012 02:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


That is looking good acid! Reminds me a bit of http://lvlworld.com/review.php?id=2041. Maybe you can take some inspiration from that map.

---

Some progress on Hektik:



Next on the todo list:
- lighting (add contrast, make it brighter)
- more textures for greater variation



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Insane Quaker
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Joined: 26 Nov 2009
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PostPosted: 01-29-2012 01:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Eraser: Have you also done the graphics? Since Tron 1 I'm a huge simplistic neon fan! Looks like Asteroid just more effective.




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Cool #9
Cool #9

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PostPosted: 01-29-2012 11:28 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Yes I did, although I really suck at making stuff. The glow look was achieved using a filter effect in Paint.NET



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Trainee
Trainee

Joined: 27 Nov 2011
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PostPosted: 01-30-2012 06:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


made a tree model
Image

EDIT: download here http://www.mediafire.com/?ijnnhawqsugfx8g



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Last edited by lightmill on 01-30-2012 02:41 PM, edited 1 time in total.

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Warrior
Warrior

Joined: 01 Oct 2010
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PostPosted: 01-30-2012 12:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice, wanna share?




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Trainee
Trainee

Joined: 27 Nov 2011
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PostPosted: 01-30-2012 02:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


yeah sure, I sorted it out and made original trunk texture instead of the one in the screenshot (that was lifted from some game) http://www.mediafire.com/?ijnnhawqsugfx8g btw is there a general thread for mapmodels around here?



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I'm the dude!
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PostPosted: 01-31-2012 08:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


Playing around with Crazy Bump and Mental Ray:

Image



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The Illuminated
The Illuminated

Joined: 08 Sep 2000
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PostPosted: 01-31-2012 06:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg



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Last edited by sock on 02-03-2012 05:18 PM, edited 1 time in total.

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Immortal
Immortal

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PostPosted: 01-31-2012 09:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


giving me a warcaft feel.. cartoony almost.




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The Illuminated
The Illuminated

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PostPosted: 02-01-2012 02:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/maps_q3/potguard3b.jpg



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Last edited by sock on 02-03-2012 05:19 PM, edited 1 time in total.

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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
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PostPosted: 02-01-2012 04:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Playing around with Crazy Bump and Mental Ray:

You also have got the jagged errors on the left upper side. Here it was because of the Max. Sample level (too low)... at least in Maya.

@sock: It looks a bit cartoonish, because it seems as if there are black lines on the arches, and I think because of the strong colors on the floor.




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Insane Quaker
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Joined: 28 Dec 2009
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PostPosted: 02-01-2012 04:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
@fKd, What do you mean by cartoony?

I think he means the textures need more grain or noise at least.

Also, why doesn't the place look banged up and broken? The missing tiles in the floor look strange because nothing else in the room is missing. Only the tiles are missing.




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The Illuminated
The Illuminated

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PostPosted: 02-01-2012 06:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bliccer wrote:
I think because of the strong colors on the floor.

That is a fair point, the colours are really strong but that is the direction I want to take the textures, a richer palette with higher contrast . Plus most people here seem to be into tech/industrial themes, so bright colours are probably a shock to their system! :D



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I'm the dude!
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PostPosted: 02-01-2012 10:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bliccer wrote:
You also have got the jagged errors on the left upper side. Here it was because of the Max. Sample level (too low)... at least in Maya.


Indeed, it didn't go unnoticed, but it's just a simple test render. I could turn sampling much higher but didn't feel like waiting forever for the render.



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Trainee
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PostPosted: 02-02-2012 06:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Interesting observation about exaggerated contrast and black lines making it look less natural.
I assume it's somewhat based on Florence Italian architecture and they indeed tend to have a lot of contrast in decoration and floor tiles. Which you probably never can see in the photos, because limited light level inside the buildings equalizes and washes out the colors and contrast ( I did a quick search for photos and they are all bad representatives of the actual looks)



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The Illuminated
The Illuminated

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PostPosted: 02-03-2012 05:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed. I know it is not techno industrial stuff, but we have enough people doing that stuff already!

Before (click thumbnails for larger image)
ImageImage

After (click thumbnails for larger image)
ImageImage

If you see something wrong or bothering you, say so, silence is worst kind of feedback. ;)



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Insane Quaker
Insane Quaker

Joined: 28 Jan 2010
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PostPosted: 02-04-2012 12:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


I like both versions, maybe better that more colored version. But tell me - what is your r_speeds in this view? :) It must be devilish... But I hope yopu plan to release this "map". I really like your style. And again - I can't believe this is idTech3...

And why are you prejudicted against tech style? :P




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Trainee
Trainee

Joined: 27 Nov 2011
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PostPosted: 02-04-2012 05:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sock:the texture difference is subtle (I wouldnt notice except dirt on the floor and sharper white-blue floor) but the lighting improved indeed, making the scene look better.



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Grunt
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PostPosted: 02-04-2012 08:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Second shots do look better, but the missing floor tiles from the first set would go better with the dirtier look of the second set.

If you're going to dirty it up a bit, some more clutter would help that look, right now things are still too neat and organized - break a chair or something. :D

I've always been a big fan of the medieval styling over the modern look - it just makes a level stand out more when you realize that it doesn't look like every other "Modern Warfare" type of game.

As always, nice work Sock!



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I'm the dude!
I'm the dude!

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PostPosted: 02-04-2012 08:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well there is definitely an improved lighting from the uniformly bleh to the more contrasting orangy blueish lighting.

Decals are the bee's knees (I don't know why people say that, bees don't really have knees).



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Commander
Commander

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PostPosted: 02-04-2012 10:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow, looks really nice sock! The lighting is better than before imo. Textures are great as always.

Only the scale of the marble texture on the pillar looks too big for my taste.




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