Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
fKd
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Re: Screenshots

Post by fKd »

Looks cool man, i think its the yellow lighting which gives it the q2 feel.
nitin77
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Re: Screenshots

Post by nitin77 »

its definitely the lighting that gives the q2 feel. I'd say go for more of a monchromatic lighting look if you want to emulate q1.
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Eraser
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Re: Screenshots

Post by Eraser »

It's a combination of the lighting, the heavy-built geometry, the light textures themselves and the trapezoid shaped doorways. Those are all typical Quake 2 things.
akm
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Re: Screenshots

Post by akm »

I'm loving the look of that Q1 style map sst13 :)
Brings back the memories, thankyou :)
Infernis
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Re: Screenshots

Post by Infernis »

Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

Image

Image

Big versions:

5
6
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Infernis
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Re: Screenshots

Post by Infernis »

Image
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
obsidian
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Re: Screenshots

Post by obsidian »

I'm digging the extra colour palette. Nice dab of blue.
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obsidian
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Re: Screenshots

Post by obsidian »

You got the nails.

Image

Image

Image

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.
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phantazm11
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Re: Screenshots

Post by phantazm11 »

obsidian wrote:You got the nails.

(Cool images)

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.
Two words: Support loops. Make friends with the Swiftloop tool (in the graphite modeling tools fly out) and you will have much more control with a ton less polygons.

Nice model btw.
Martinus
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Re: Screenshots

Post by Martinus »

Quake 3 companion cube (by me).:
Image

Cute. isn't it? :)
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Plan B
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Re: Screenshots

Post by Plan B »

Cute, for sure.
But does it serve any purpose?
Martinus
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Re: Screenshots

Post by Martinus »

yyyyyep, it will.
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goldenboy
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Re: Screenshots

Post by goldenboy »

[lvlshot]http://spawnhost.files.wordpress.com/2013/09/fte00177.jpg[/lvlshot]

Bunch of ASE assets in a testmap. I'm exporting from Blender, the biggest mesh I've put in the game is 2,500 polies.

Has anyone ever noticed that the ASE exporter doesn't like random polies and distorts the texture on them until you flip the edge inside that quad? :ducky:

Also, has anyone had ASE models lightmapped by q3map2 *despite* not setting spawnflag 4? I couldn't get it vertex lit until I put another model using the same texture in the level :eek:
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Theftbot
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Re: Screenshots

Post by Theftbot »

What blender ver. you using?
goldenboy
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Re: Screenshots

Post by goldenboy »

Theftbot wrote:What blender ver. you using?
2.68a.
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Theftbot
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Re: Screenshots

Post by Theftbot »

HRM im still using 2.49's exporter!
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Bacon
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Re: Screenshots

Post by Bacon »

Perfect Dark -> Blender -> OBJ -> OBJ2MAP

Complete with inefficient and unnecessary extra brushwork

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D-Meat
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Re: Screenshots

Post by D-Meat »

getting your OBJ to an ASE or an MD3 would make things cleaner in radiant :) But I don't know if you'll have to build a collision mesh after that or not ...

Nice job :)
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Bacon
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Re: Screenshots

Post by Bacon »

I just tried it and yeah, you need to build clip brushes everywhere manually. :mad:

I'm content with this way now anyways.
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D-Meat
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Re: Screenshots

Post by D-Meat »

I don't know what I'm doing...

Image
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obsidian
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Re: Screenshots

Post by obsidian »

Looking at the preview pic, I thought it was a baby stroller with knobbly wheels. Whatever kind of vehicle it is, it looks cool. I recommend adding a few details so that you can imagine some sense of scale. Maybe some kind of hatch, ladder or other details that would suggest a person's size relative to the vehicle. The turret could use a little work too, take a look at some reference photos of tank barrels, they aren't basic cylinders like that. It's a good start though, I like the crazy skinny stilts and massive wheels - gives it an almost surreal cartoon like feel.
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D-Meat
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Re: Screenshots

Post by D-Meat »

I allready added more details and started working on materials :) I also prepared an environment that I'll use in the final shot :)
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Infernis
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Re: Screenshots

Post by Infernis »

It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.

Image

Image
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
D-Meat
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Re: Screenshots

Post by D-Meat »

cool :)
I would try to add a "transition" piece where the pipes enter the rock, and making the cliff more irregular would make it more interresting (maybe higher one side or one corner ?). Also adding some rust leaks with some decals or having some blending with a second rock texture would make it look more natural :)
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seremtan
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Re: Screenshots

Post by seremtan »

D-Meat wrote:I don't know what I'm doing...

Image
that tread looks like the fasteners on a duffel coat

Image

just sayin
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