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Author:  fKd [ 08-27-2013 01:17 PM ]
Post subject:  Re: Screenshots

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

Author:  nitin77 [ 08-28-2013 02:32 AM ]
Post subject:  Re: Screenshots

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.

Author:  Eraser [ 08-28-2013 11:34 PM ]
Post subject:  Re: Screenshots

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.

Author:  akm [ 08-31-2013 04:46 AM ]
Post subject:  Re: Screenshots

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

Author:  Infernis [ 09-02-2013 12:45 PM ]
Post subject:  Re: Screenshots

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

Author:  Infernis [ 09-10-2013 12:17 AM ]
Post subject:  Re: Screenshots

Image

Author:  obsidian [ 09-10-2013 08:25 AM ]
Post subject:  Re: Screenshots

I'm digging the extra colour palette. Nice dab of blue.

Author:  obsidian [ 09-10-2013 08:28 AM ]
Post subject:  Re: Screenshots

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.

Author:  phantazm11 [ 09-10-2013 09:58 AM ]
Post subject:  Re: Screenshots

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.

Author:  Martinus [ 09-14-2013 06:43 AM ]
Post subject:  Re: Screenshots

Quake 3 companion cube (by me).:
Image

Cute. isn't it? :)

Author:  Plan B [ 09-14-2013 08:55 AM ]
Post subject:  Re: Screenshots

Cute, for sure.
But does it serve any purpose?

Author:  Martinus [ 09-14-2013 10:43 AM ]
Post subject:  Re: Screenshots

yyyyyep, it will.

Author:  goldenboy [ 09-15-2013 04:38 PM ]
Post subject:  Re: Screenshots



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:

Author:  Theftbot [ 09-15-2013 08:49 PM ]
Post subject:  Re: Screenshots

What blender ver. you using?

Author:  goldenboy [ 09-15-2013 10:43 PM ]
Post subject:  Re: Screenshots

Theftbot wrote:
What blender ver. you using?


2.68a.

Author:  Theftbot [ 09-15-2013 11:33 PM ]
Post subject:  Re: Screenshots

HRM im still using 2.49's exporter!

Author:  Bacon [ 09-23-2013 05:48 PM ]
Post subject:  Re: Screenshots

Perfect Dark -> Blender -> OBJ -> OBJ2MAP

Complete with inefficient and unnecessary extra brushwork


Author:  D-Meat [ 09-24-2013 01:39 AM ]
Post subject:  Re: Screenshots

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 :)

Author:  Bacon [ 09-25-2013 02:50 PM ]
Post subject:  Re: Screenshots

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

I'm content with this way now anyways.

Author:  D-Meat [ 10-26-2013 06:46 AM ]
Post subject:  Re: Screenshots

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

Image

Author:  obsidian [ 10-26-2013 04:21 PM ]
Post subject:  Re: Screenshots

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.

Author:  D-Meat [ 10-26-2013 04:30 PM ]
Post subject:  Re: Screenshots

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

Author:  Infernis [ 10-29-2013 03:24 PM ]
Post subject:  Re: Screenshots

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

Author:  D-Meat [ 10-29-2013 11:36 PM ]
Post subject:  Re: Screenshots

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 :)

Author:  seremtan [ 10-30-2013 10:29 AM ]
Post subject:  Re: Screenshots

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

Author:  obsidian [ 10-30-2013 12:53 PM ]
Post subject:  Re: Screenshots

http://en.wikipedia.org/wiki/Mecanum_wheel

Author:  seremtan [ 10-30-2013 02:19 PM ]
Post subject:  Re: Screenshots

nice. useful for parallel parking

Author:  WendyB [ 11-09-2013 06:22 PM ]
Post subject:  Re: Screenshots

I started on a new skin for Mynx. :D

Image

Image

I blew up the texture for clarity's sake. The actual resolution I'm painting at is 256x128. The weird stretchy part you see on the flat texture is an unwrapping error that I worked around with 3d painting.

Author:  obsidian [ 11-09-2013 07:54 PM ]
Post subject:  Re: Screenshots

Nice! You could go for the Molly Millions kind of look if you add a shiny environment mapped surface to her glasses and give her some nails.


Image


Author:  WendyB [ 11-10-2013 12:53 AM ]
Post subject:  Re: Screenshots

Thanks for the reference! I haven't quite decided yet what to do with the costume design, so I will have to experiment for a bit.

Author:  Pext [ 11-12-2013 02:17 AM ]
Post subject:  Re: Screenshots

looks like a matrix ripoff...

Author:  Eraser [ 11-12-2013 02:33 AM ]
Post subject:  Re: Screenshots

Exactly the other way around. She first appeared in a story published in 1981. So there you go.

Author:  Theftbot [ 11-12-2013 10:36 AM ]
Post subject:  Re: Screenshots

Dolly Parton's evil nemesis

Author:  Pext [ 11-13-2013 05:49 AM ]
Post subject:  Re: Screenshots

Eraser wrote:
So there you go.


... :rolleyes: :smirk:

Author:  sst13 [ 11-14-2013 03:09 PM ]
Post subject:  Re: Screenshots

Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...

Image

Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.

Edit: View of the other side. Entrance of the Base - no exploding crate yet. :D

Image

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