Screenshots

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

Post by Eraser »

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
[acid]
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Re: Screenshots

Post by [acid] »

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

Image

Image

Image
fKd
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Re: Screenshots

Post by fKd »

looks like the classic sgtech set from ut, nice work.
obsidian
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Re: Screenshots

Post by obsidian »

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

Post by cityy »

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:

[lvlshot]http://dl.dropbox.com/u/15072710/QL/Hektik/shot0016.jpg[/lvlshot]

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

Post by Bliccer »

@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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Eraser
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Re: Screenshots

Post by Eraser »

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

Post by lightmill »

made a tree model
Image

EDIT: download here http://www.mediafire.com/?ijnnhawqsugfx8g
Last edited by lightmill on Mon Jan 30, 2012 10:41 pm, edited 1 time in total.
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j3st3r
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Re: Screenshots

Post by j3st3r »

Nice, wanna share?
lightmill
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Re: tree map model

Post by lightmill »

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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obsidian
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Re: Screenshots

Post by obsidian »

Playing around with Crazy Bump and Mental Ray:

Image
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sock
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Re: Screenshots

Post by sock »

Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/ma ... guard3.jpg
Last edited by sock on Sat Feb 04, 2012 1:18 am, edited 1 time in total.
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fKd
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Re: Screenshots

Post by fKd »

giving me a warcaft feel.. cartoony almost.
sock
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Re: Screenshots

Post by sock »

Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/ma ... uard3b.jpg
Last edited by sock on Sat Feb 04, 2012 1:19 am, edited 1 time in total.
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Bliccer
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Re: Screenshots

Post by Bliccer »

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.
deqer
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Re: Screenshots

Post by deqer »

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.
sock
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Re: Screenshots

Post by sock »

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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obsidian
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Re: Screenshots

Post by obsidian »

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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lightmill
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Re: Screenshots

Post by lightmill »

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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sock
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Re: Screenshots

Post by sock »

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

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Noruen
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Re: Screenshots

Post by Noruen »

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
lightmill
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Re: Screenshots

Post by lightmill »

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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MrLego
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Re: Screenshots

Post by MrLego »

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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obsidian
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Re: Screenshots

Post by obsidian »

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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neoplan
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Re: Screenshots

Post by neoplan »

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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