Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

urgrund777 wrote:reptile - try to start more simple, flesh out a very basic shape that 'feels' right for a foot, instead of immediately adding lots of edgeloops before the shape is even correct, it will save you many headaches :)
I know what you mean, but subdivision's tut's aren't that detail.
Try to make it point after point and read this from the shots.:)
Subdivision's site is a great tutorial.
Btw...nice stuff guys.
Edit:I have to show up some nice screen's from the silent hill mod we are making.

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The flashlight in game:
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I hope the shots are working, we are still looking for one or two mappers and coders.
(german language required is a big +).
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

ctrlnuke wrote:It looks good Borke, but I think it'd look even better if that railgun walk way looked more organic. (ie: not such sharp edges and same angles).
Lenard wrote:Seconded.
hmm, I see what your saying after looking at it for a bit. This kind of stuff doesn't "jump out" at me like it does most of you. :( Will see what I can do about it before the next release. :icon14:
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

dzjepp wrote:Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)
Why replay man? I don't know there is already out a pc version.
But with D³ Engine you can make much more.Especially the effects in game are cool enough.
I'm not sure what you mean with the gfx, can you explain that a bit?
Yes there is a guy who makes also a remake but he is doing this alone don't have a link to that right now but I will look.
Well, it wont take that long time until a alpha version is out, I hope.
Now we got two more modellers, only 1 or 2 mappers are missing and some coders for the opengl shit.:)
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

After 8 weeks without an internet connection, i finally fixed it today. Was too lazy, and it nice to finally relax. :p

Worked a bit on a 'dunno', lame radiant-shots ahead:

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User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Looks a bit like it could shape into 'CTF-Magma', the UT level.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

Like it, looks nice. :icon14:
blood.angel
Posts: 871
Joined: Sat Jun 10, 2000 7:00 am

Post by blood.angel »

dzjepp wrote:Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)
The PC version of SH1 is simply the original PS iso with epsxe wrapper specially for it.
True.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

God Silent hill 4 was awesome. So wierd. I never beat it though because I got bored on the rooftop level. It was just so satisfying to see such an original and wierd game. I loved going back to the apartment and finding something new in the real world. I don't know much of the story though because I didn't get too far...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Looks great, fjoggs.

Look forward to seeing that properly lit.

What modeller did you use?
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Very nice caves!!

Post by skinNCNmaster »

wow those look fantastic! Hey i finally got this thing hooked back up to the net for a period.. Heres a couple of pics of things ive roughed out recently..

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Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Holy spikey floater, obsidian!

A bit reminiscent of Cardigan's 'Scorpion'-map (proper name eludes me), if you don't mind me immediately having to associate it with something else :)
ScrotcH
Posts: 27
Joined: Tue Jan 04, 2000 8:00 am

Post by ScrotcH »

Be nice to see that organic stuff with some lighting on it fjoggs.

Since my hard drive died a few weeks back and I lost my other WIP, I decided to try something I havent done before and do a lil bit of realism work. My first attempt, about 6 hours in so far. Depending on how many movie geeks are on the forum you might recognize the building.

[lvlshot]http://www.planetquake.com/bkp/scrotch/gb1_day.jpg[/lvlshot]
TR!N!X
Posts: 34
Joined: Fri Mar 04, 2005 5:20 pm

Post by TR!N!X »

is it ghostbusters? :P
[img]http://img100.exs.cx/img100/4823/priceless3yj.gif[/img]
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

It looks like alot of buildings but you've peeked my interest...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
UniKorn
Posts: 19
Joined: Tue Oct 23, 2001 7:00 am

Post by UniKorn »

First thing that popped in my head was ghostbusters as well.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Plan B wrote:Looks great, fjoggs.

Look forward to seeing that properly lit.

What modeller did you use?
GtkRadiant 1.5 :p

They'r all patches, I cant model. :(
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

ScrotcH wrote:Depending on how many movie geeks are on the forum you might recognize the building.
godamit, now i've got the theme tune stuck in my head.

that screenie looks good though :)
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

UniKorn wrote:First thing that popped in my head was ghostbusters as well.
Its the big door and the sign lol :p
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Post by Plan B »

Fjoggs wrote:GtkRadiant 1.5 :p

They'r all patches, I cant model. :(

Hehe, me either.

Or, more precisley, I can't be arsed with the whole UWV-unwrapping thing;

I can make models just fine in 3DsMax, and I'd be happy to just texture the polies in camera view in there, ala any map editor, but this isn't possible, AFAIK (and I'd be more than happy if someone could prove me wrong on this).

Then again, because terrain usually is made out of amorphic blobs, which do not require that kind of precise texture mapping, I think you could just apply some generic 'per-poly' texture map?
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Wow..that's some hot stuf inside.
I didn't really play Sh but I can see that you might have more inspiration on making a game remake or game if you never had played anything before this becuase you don't know it.

I show you here some screens of the few maps we are mmaking now.:)

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http://img309.imageshack.us/img309/4061 ... 7vg.th.gif

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Btw...how are ya doing all anyway?
Neotic
Posts: 8
Joined: Tue Feb 22, 2000 8:00 am

Post by Neotic »

[lvlshot]http://www.planetquake.com/bkp/neotic/gnr4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/gnr6.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/gnr7.jpg[/lvlshot]
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Interesting, Neotic. Looks like that site somewhere in the Middle East. Petra, I think it is. In Jordan.
Last edited by Anwulf on Sun Sep 18, 2005 4:54 am, edited 1 time in total.
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

here's a work in progress Orc.
This character is going to act like a front row forward in a violent fantasy sports game (think 'Speedball meets UE3 graphics') that we're currently developing a prototype for.

The character weighs in at around 3900tris and contains about 1.4million polys of source art.

These are just some test poses... the skin weighting is still very sloppy at the moment (nothing done on the fingers yet... so the hands are all the same :p )

I call this test 'The Dispute' - perhaps there was some misunderstanding on the field and the orcs lost the match... now some heated argument has started :icon25:

[lvlshot]http://206.169.164.229/webstrike/matt/orc13.jpg[/lvlshot]

[lvlshot]http://206.169.164.229/webstrike/matt/orc14.jpg[/lvlshot]
Same shot minus the normalmap

[lvlshot]http://206.169.164.229/webstrike/matt/orc18.jpg[/lvlshot]
deformable GI pass (SH/PRT)


I kinda miss the days of mapping for Q3 - where the time it takes to make a 1024x1024 shader (dif, spec, normal) you coulda had 48 Q3 256's :\ Takes so frikin' long to get the ball rolling with art content now!
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Did you try zbrush?
You can add much more detail to your model also might be good for terrain work I didn't try it now for terrain.

Image

Now he has some Textures.:)
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