Screenshots
Re: Screenshots
Thanks for the feedback.
I agree on the battlesuit symbol.. I'd like to keep the thing in general so I need to find a way to make it fit. I have a simular thing at the quad damage which looks a bit out of place too.. it would be neat to make it work (clicky).
Regarding the stone texture, I'd say that it's out of my sight at the moment. I just need to get this done, if there is time left I'll take care of it. An anvil would be a nice addition, thanks for the heads up. Unfortunately, for the map to be used in QL I need to create all content myself.
Today's progress:
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/Game%20Design/QL/ragnarok/shots/27.jpg[/lvlshot]
I know there are plenty of misalignments and that I should probably make those stairs look better - next time!
I agree on the battlesuit symbol.. I'd like to keep the thing in general so I need to find a way to make it fit. I have a simular thing at the quad damage which looks a bit out of place too.. it would be neat to make it work (clicky).
Regarding the stone texture, I'd say that it's out of my sight at the moment. I just need to get this done, if there is time left I'll take care of it. An anvil would be a nice addition, thanks for the heads up. Unfortunately, for the map to be used in QL I need to create all content myself.
Today's progress:
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/Game%20Design/QL/ragnarok/shots/27.jpg[/lvlshot]
I know there are plenty of misalignments and that I should probably make those stairs look better - next time!
www.ferdinandlist.de/leveldesign
Re: Screenshots
Well, I guess you can make the anvil with brushwork, or Rhino... I know how you love those NURBS.
As a side project, I decided to model a dwarven anvil and hammer anyway... it's more for fun, I'll post finished pics next week when it's done. Here's the hammer WIP, texture's not done.
Maybe make the icons less Q3'ish and more glowy dwarven/Celtic, like the door frame by the quad... that fits in with the theme much better.
As a side project, I decided to model a dwarven anvil and hammer anyway... it's more for fun, I'll post finished pics next week when it's done. Here's the hammer WIP, texture's not done.
Maybe make the icons less Q3'ish and more glowy dwarven/Celtic, like the door frame by the quad... that fits in with the theme much better.
[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]
Re: Screenshots
hey man, get off bell, it's pos, go with teksavvy like obsidian said or check out vmedia.ca they do both cable/dsl packages 25/2 $40 cable or 45/4 $53 DSL all unlimited and no contractsBacon wrote:Yep. As pathetic as it sounds, i'm still using ADSL that downloads at 600 kbps/70kbps upload. Canada is abysmal for ISPs. I refuse to pay 5 cents per mb over the cap (Sometimes more). Mabye some day i'll be able to experience internet from this millenium.
[color=red][WYD][/color]S[color=red]o[/color]M
Re: Screenshots
*compulsively hums Doom midi music*Bacon wrote:bored
[lvlshot]http://img.bacon.ms/dwango5-q3_1.jpg[/lvlshot]
Re: Screenshots
[lvlshot]http://zero.robotrenegade.com/models/dwarven/eagle-anvil01.png[/lvlshot]
[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]
Re: Screenshots
That's cool, what is it for? A hammer on top of one of those ledge eagles?obsidian wrote:[lvlshot]http://zero.robotrenegade.com/models/dwarven/eagle-anvil01.png[/lvlshot]
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
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
Re: Screenshots
It's an eagle shaped anvil. I had some trouble doing the feet. If it's made of metal the feet would have to look like it could support that kind of weight, so I modeled a bunch of rocks sitting under the eagle to support the structure. Next unwrap UV's and textures.
[lvlshot]http://zero.robotrenegade.com/models/dwarven/eagle-anvil02.png[/lvlshot]
Oh, I also modeled this a while ago. It's the Guidestone from Homeworld. There's two versions, one by itself and the other one is sticking up in the sand. I was experimenting with Photoshop's 3D painting capabilities, it's a little awkward but seems to work OK. The advantage of this process is that you can easily paint over UV seams by rotating the model around in Photoshop and the pixels will still match up. It's just bumpmapped using the diffuse because I didn't make a normalmap for it yet, so the second image looks a bit aliased.
[lvlshot]http://zero.robotrenegade.com/models/dwarven/eagle-anvil02.png[/lvlshot]
Oh, I also modeled this a while ago. It's the Guidestone from Homeworld. There's two versions, one by itself and the other one is sticking up in the sand. I was experimenting with Photoshop's 3D painting capabilities, it's a little awkward but seems to work OK. The advantage of this process is that you can easily paint over UV seams by rotating the model around in Photoshop and the pixels will still match up. It's just bumpmapped using the diffuse because I didn't make a normalmap for it yet, so the second image looks a bit aliased.
[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]
Re: Screenshots
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
Re: Screenshots
Almost finished Villa (Perfect Dark), need the windmill still and proper lighting instead of using _minlight:
[lvlshot]http://bacon.ms/shot0159.jpg[/lvlshot]
[lvlshot]http://bacon.ms/shot0160.jpg[/lvlshot]
Base:
[lvlshot]http://bacon.ms/shot0162.jpg[/lvlshot]
[lvlshot]http://bacon.ms/shot0163.jpg[/lvlshot]
Delphino Plaza from Mario Sunshine:
[lvlshot]http://img.bacon.ms/shot0167.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/shot0166.jpg[/lvlshot]
[lvlshot]http://bacon.ms/shot0159.jpg[/lvlshot]
[lvlshot]http://bacon.ms/shot0160.jpg[/lvlshot]
Base:
[lvlshot]http://bacon.ms/shot0162.jpg[/lvlshot]
[lvlshot]http://bacon.ms/shot0163.jpg[/lvlshot]
Delphino Plaza from Mario Sunshine:
[lvlshot]http://img.bacon.ms/shot0167.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/shot0166.jpg[/lvlshot]
Last edited by Bacon on Mon Apr 07, 2014 8:07 am, edited 4 times in total.
[b]CAPSLOCK IS ON[/b]
Re: Screenshots
This is amazing! The brushes are composed in a very balanced way. Just the right feeling of weight and distribution.cityy wrote:Today's progress:
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/Game%20Design/QL/ragnarok/shots/27.jpg[/lvlshot]
I know there are plenty of misalignments and that I should probably make those stairs look better - next time!
Have you considered adding a secondary/minor color to the room? For my taste, it feels a bit to plain red right now.
Re: Screenshots
@Obs: Good stuff, I could use something like that.. a pity I'm such a modeling noob.
@sst13: More please!
@Pext: Thanks, I have considered adding a complementary color but Im trying to not end up with an "orange/blue-contrast" fashioned area, hehe.
The idea is to have the area stand out visually and to make clear it holds the battlesuit powerup so people will have an easy time learning the map.
I might just extend on the yellow accents and leave it be.
Edit: What I just realized I might do is use some more blue colored "ambient lights" to create a subtil contrast.
@sst13: More please!
@Pext: Thanks, I have considered adding a complementary color but Im trying to not end up with an "orange/blue-contrast" fashioned area, hehe.
The idea is to have the area stand out visually and to make clear it holds the battlesuit powerup so people will have an easy time learning the map.
I might just extend on the yellow accents and leave it be.
Edit: What I just realized I might do is use some more blue colored "ambient lights" to create a subtil contrast.
www.ferdinandlist.de/leveldesign
Re: Screenshots
I was thinking of a dark teal/marble accent ~ this wont go so well with the battlesuit theme, though.cityy wrote:Edit: What I just realized I might do is use some more blue colored "ambient lights" to create a subtil contrast.
Another option might be to change to color of the lava and shift it towards an earthy orange; yellow highlights to mirror the battlesuit and some very dark violet background contrasts.
Re: Screenshots
Good job Bacon, I have good memories of Perfect Dark too. I guess it has been hard to port that levels?
Re: Screenshots
A lot of time has been saved now that I figured out how to use .ase models in q3, but getting the geometry itself is still a pain in the ass, yeah. Before using models i'd have to manually CSG merge all the brushes in the map because they were triangles, then re texture everything, THEN play the game beside radiant and count how many times each texture repeated, and try my best to make it look the same. At least that step is gone now, countless hours saved.
[b]CAPSLOCK IS ON[/b]
Re: Screenshots
I think the problem is that you've gone too harsh on the lighting. Move a bit away from primary colours and most importantly, tone down the saturation of your lighting.
I've toned down the overall saturation of the scene by about 25% while changing the lighting to a golden yellow-orange hue to match the battlesuit colour. The flags have been brightened and set to gold, I think they would look good with a slight envmap reflectiveness to them. The alcoves are lit with a heavily desaturated darkish blue/purple indigo ambient with yellow spotlights.
Edit: The idea is that you want the room to look overall warm, obvious for the lava and maybe because this is a forge where your dwarves hammer out axes, etc. But you want a bit of contrast so a bit of cooler colours in spots where there is no heat can balance the mood out.
Here's the Photoshop file, you can tweak a bit to experiment. With adjustment layers, you can use the sliders in the Properties palette to experiment with different hues and saturations. Use masks to maintain the colour of things you want to keep constant, like the battlesuit powerup. I recommend using similar paint-over techniques with your screenshots to fix other problem areas.
I've toned down the overall saturation of the scene by about 25% while changing the lighting to a golden yellow-orange hue to match the battlesuit colour. The flags have been brightened and set to gold, I think they would look good with a slight envmap reflectiveness to them. The alcoves are lit with a heavily desaturated darkish blue/purple indigo ambient with yellow spotlights.
Edit: The idea is that you want the room to look overall warm, obvious for the lava and maybe because this is a forge where your dwarves hammer out axes, etc. But you want a bit of contrast so a bit of cooler colours in spots where there is no heat can balance the mood out.
Here's the Photoshop file, you can tweak a bit to experiment. With adjustment layers, you can use the sliders in the Properties palette to experiment with different hues and saturations. Use masks to maintain the colour of things you want to keep constant, like the battlesuit powerup. I recommend using similar paint-over techniques with your screenshots to fix other problem areas.
[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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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
Re: Screenshots
agreed the lighting looked way too harsh in the original... i like the color scheme you worked up obsidian looks a lot better. But some accent lighting in spots could help break up the color palette a bit.obsidian wrote:I think the problem is that you've gone too harsh on the lighting. Move a bit away from primary colours and most importantly, tone down the saturation of your lighting.
I've toned down the overall saturation of the scene by about 25% while changing the lighting to a golden yellow-orange hue to match the battlesuit colour. The flags have been brightened and set to gold, I think they would look good with a slight envmap reflectiveness to them. The alcoves are lit with a heavily desaturated darkish blue/purple indigo ambient with yellow spotlights.
Here's the Photoshop file, you can tweak a bit to experiment. With adjustment layers, you can use the sliders in the Properties palette to experiment with different hues and saturations. Use masks to maintain the colour of things you want to keep constant, like the battlesuit powerup. I recommend using similar paint-over techniques with your screenshots to fix other problem areas.
Re: Screenshots
All the maps from my last movie "maze" have now been released in the map database as one mappack.
maybe you want to check 'em out... they are imo pretty unique in their style.
http://ws.q3df.org/map/revisit_runzlaugh2err5/
http://ws.q3df.org/map/revisit_rhv/
http://ws.q3df.org/map/revisit_sdc24/
maybe you want to check 'em out... they are imo pretty unique in their style.
http://ws.q3df.org/map/revisit_runzlaugh2err5/
http://ws.q3df.org/map/revisit_rhv/
http://ws.q3df.org/map/revisit_sdc24/
Re: Screenshots
Outset island from LoZ:WW, ready for Q3
[lvlshot]http://img.bacon.ms/outsetislandq3.jpg[/lvlshot]
Dragon machinegun from Perfect Dark replacing the machinegun, 99% done:
[lvlshot]http://img.bacon.ms/zzdragon01.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/outsetislandq3.jpg[/lvlshot]
Dragon machinegun from Perfect Dark replacing the machinegun, 99% done:
[lvlshot]http://img.bacon.ms/zzdragon01.jpg[/lvlshot]
[b]CAPSLOCK IS ON[/b]
Re: Screenshots
The scale of that gun looks a bit big (or maybe you like it big, Mr. Pornstar). I'd scale it down ~30%.
[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]
Re: Screenshots
Just need to decide on a gametype and add some weapons in and this one's finished.
[lvlshot]http://img.bacon.ms/shot0181.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/shot0182.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/shot0181.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/shot0182.jpg[/lvlshot]
[b]CAPSLOCK IS ON[/b]
Re: Screenshots
If you mean indoors, then yeah, I fully agree. I'm using _minlight right now for the inside because I don't have the time to properly place light entities yet/make light emitting shaders yet. I'm going to try and get that done, but probably last.
If you mean the textures themselves, then that can't be helped. They are only 16x16 and 16x32 textures, because they are ripped directly from the game. I don't plan on making them "hi-res" or anything, because the whole point is to make the map a 1:1 copy.
If you mean the textures themselves, then that can't be helped. They are only 16x16 and 16x32 textures, because they are ripped directly from the game. I don't plan on making them "hi-res" or anything, because the whole point is to make the map a 1:1 copy.
[b]CAPSLOCK IS ON[/b]
Re: Screenshots
Mjölnir called... and said DO ME NEXT!obsidian wrote:Well, I guess you can make the anvil with brushwork, or Rhino... I know how you love those NURBS.
As a side project, I decided to model a dwarven anvil and hammer anyway... it's more for fun, I'll post finished pics next week when it's done. Here's the hammer WIP, texture's not done.
Maybe make the icons less Q3'ish and more glowy dwarven/Celtic, like the door frame by the quad... that fits in with the theme much better.