
Screenshots
Here are some doodles I did in spare time after work.
Senator John Kerry. This is quite old, actually. Hand painted diffuse, with a specular and normal map. I can't remember, but the triangle count was under 250. I didn't want to pursue hair not as an artistic decision, rather because I left the original model bald and the only viable solution would be to model the hair polygonally as a solid state mesh as one with the head. I didn't like this idea, nor did I like the idea of putting a million planes on his head to get a very squaresoft/anime/unrealistic look, so I left him bald. Once he began ducking personal attacks and replying with the same speeches, I knew that the designing men had not chosen him to be president, so I didn't bother to care anymore. I was creating him with intents of making two models, Bush and Kerry for use as custom deathmatch models, but decided it was boring and predictable.

Here is a quick sketch I did as an exercise in high and low polygon modeling. I call her jawdrop. I had created an environment (slaughter house) where human bodies were hanging, bloated and decaying, blood dried in streaks from where it had previously dripped. This was one of the quick heads that I created, which would be then placed upon a meathook by the mandible. The top shot is the fully detailed version, from which I extracted the normal map. The bottom shot is the diffuse illuminated low poly model, again hovering betwixt 200 and 300 triangles. The hook was temporary, used only for reference.


Here was an exercise in the study of anatomy. I created this man, and then sliced him in half, detailing the inner workings of his body, or how my brain remembered them to appear. I did not want to get too scientifically detailed, as such a process reaps little rewards, for this venture.

Each doodle was approximately 2-4 hours of work in my spare time.
Edit: Just realized the obvious fact that everyone posted is bald!
Here's the head of a chechen fighter. It weighs in at around 400 triangles, and as always is accompanied by the diffuse, normal, and specular maps. The diffuse is very temporary... The hair is just a base color right now, and is totally bereft of detail. The only real work I did on the diffuse texture was from the jaw up to the bridge of the nose. All shadow detail is being created by the normal map.

Senator John Kerry. This is quite old, actually. Hand painted diffuse, with a specular and normal map. I can't remember, but the triangle count was under 250. I didn't want to pursue hair not as an artistic decision, rather because I left the original model bald and the only viable solution would be to model the hair polygonally as a solid state mesh as one with the head. I didn't like this idea, nor did I like the idea of putting a million planes on his head to get a very squaresoft/anime/unrealistic look, so I left him bald. Once he began ducking personal attacks and replying with the same speeches, I knew that the designing men had not chosen him to be president, so I didn't bother to care anymore. I was creating him with intents of making two models, Bush and Kerry for use as custom deathmatch models, but decided it was boring and predictable.


Here is a quick sketch I did as an exercise in high and low polygon modeling. I call her jawdrop. I had created an environment (slaughter house) where human bodies were hanging, bloated and decaying, blood dried in streaks from where it had previously dripped. This was one of the quick heads that I created, which would be then placed upon a meathook by the mandible. The top shot is the fully detailed version, from which I extracted the normal map. The bottom shot is the diffuse illuminated low poly model, again hovering betwixt 200 and 300 triangles. The hook was temporary, used only for reference.


Here was an exercise in the study of anatomy. I created this man, and then sliced him in half, detailing the inner workings of his body, or how my brain remembered them to appear. I did not want to get too scientifically detailed, as such a process reaps little rewards, for this venture.

Each doodle was approximately 2-4 hours of work in my spare time.
Edit: Just realized the obvious fact that everyone posted is bald!


Last edited by rep on Wed Feb 09, 2005 10:12 pm, edited 2 times in total.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Discreet 3D Studio Max 5.1 is what I use for modeling. Adobe Photoshop 7 and Corel Painter 8 for textures.
"Latman" is based on Alex Grey's beautiful multi-level painting for "Lateralus." There are no normal map tricks or anything on him. He's purely polygonal. It's been a while since I opened up his file, but I think at last revision, his head alone was around 2 million polygons... Suitable for the Quake VI engine.
"Latman" is based on Alex Grey's beautiful multi-level painting for "Lateralus." There are no normal map tricks or anything on him. He's purely polygonal. It's been a while since I opened up his file, but I think at last revision, his head alone was around 2 million polygons... Suitable for the Quake VI engine.
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Yes Myth that was the map I was planning out with Jester, but we chopped our ideas up and went smaller scale due to time frame. He has a number of chunks he might try to make a deathmatch or tourney map with at some point.
[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
When are you going to pimp the material you had going over at Map-Center? I swear on everything there where two or three shoots I came across that if I would have googled and found em' I would never know they where "in-game" shoots. Great work on that shoot above as well.Hipshot wrote:
Was it you that made a Quake 2 map where the Stroggs (whatever the bad guys name where) spawned non-stop? There was more to it but for such a simple idea it was great fun!.Eraser wrote:Haven't done anything since my last map which was released a long time ago.
If anyone is posting screenshots from a game that isn't Q3, could they post what game it is?
That screenshot from Hipshot, that's the Source engine right? And those shots from Raven, after closer inspection that could be Q3, but to be honest it looks more like something that came from Unreal Tournament 2004 (which, if it's Q3 after all, is a good thing mind you)
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You can't download this map. There will be no more screens either, the shot here was taken before I had to sign a NDA, and its also very old now. The end.4days wrote: wow, so where can i download it
hipshot, was looking at your site - any plans for your TC work in progress to make it to TC:E?
I will continue the TC/TCET map. I just need to setup two GTk 1.4 installs, when I figure out how.

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
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Go 1.5!!!!!
$$$$$$$$$$ http://zerowing.idsoftware.com/files/ra ... -02-08.msi $$$$$$$$$$
(hipshot kom upp på msn!)
$$$$$$$$$$ http://zerowing.idsoftware.com/files/ra ... -02-08.msi $$$$$$$$$$
(hipshot kom upp på msn!)
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
lol yeah, that was something I whipped up back in the Q2 days. It was one of the first maps I had ever made and it wasn't much more than just a box with a towerbork[e] wrote: Was it you that made a Quake 2 map where the Stroggs (whatever the bad guys name where) spawned non-stop? There was more to it but for such a simple idea it was great fun!.

a test map
a test map for Doom 3.
finally managed to get my character model into the game and behave resonably well..!

mapobjects

room *without* a view

more info here
http://www.doom3world.org/phpbb2/viewtopic.php?t=8579
finally managed to get my character model into the game and behave resonably well..!

mapobjects

room *without* a view

more info here
http://www.doom3world.org/phpbb2/viewtopic.php?t=8579
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- Joined: Tue Jun 08, 2004 7:00 am
Man I can't stop looking at your sig.Raven wrote:Yes Myth that was the map I was planning out with Jester, but we chopped our ideas up and went smaller scale due to time frame. He has a number of chunks he might try to make a deathmatch or tourney map with at some point.

Keep thinking if the circles will miss the hole this time! :icon28:
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- Joined: Tue Jun 08, 2004 7:00 am
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
Cool, RTCW or ET? I assume RTCW?
It looks quite nice anyway, what is the name of it?
(edit: oh, mp_warehouse, I read up a bit)
It looks quite nice anyway, what is the name of it?
(edit: oh, mp_warehouse, I read up a bit)
Last edited by voodoochopstiks on Fri Feb 11, 2005 4:40 pm, edited 1 time in total.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Heh, thanks matey. I've got to 'dirty it up' a bit now, dust on the floor dirt on the walls, that kind of thing, using decalsEraser wrote:That's bloody nice Kat. Well done :icon14:
@ AEon : the screenies *are* 640 width, on this page at least, that extra scrolling is something that the phhBB board does for some odd reason.
It is pure thought altering mind candy watch closely and drown in its conformityYes sig makes me hot too. Extremely addictive sig! Only thing its missing is a transparent background so it blends seamlessly into q3w...

[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]