Screenshots
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- Posts: 56
- Joined: Mon Nov 07, 2005 2:12 pm
Did a totaly new texture set for this map, this screen is a small showcase of the floor, the white trim and the stonewall, the brown stairs is iD-default, it fits nice into this theme so I'll use it. I have alot more textures of course, but I'll save them for later.
[lvlshot]http://img65.imageshack.us/img65/6381/shot03213dw.jpg[/lvlshot]
It's kinda interesting, remember the Prayers Nest II map? No, well, that one used the exact same photo for base for a similar ("the same") texture, but comparing that one (below) and the new (above) is like night and day in quality and it's still the same base. I'ts nice to see how you can develop your skills in time like that.
[lvlshot]http://img150.imageshack.us/img150/6707/shot00037hw.jpg[/lvlshot]
I'm most sure that the new texture took alot less time to make also and looks much more photoreal and less photoshop than the old one. If you compare the graphical quality on custom Q3 maps released when Q3 shipped and now, it's like comparing two different games sometimes. The speed of computers, a better knowledge, custom tools and also insp and a overall quality increase from the industry can add alot to an old game like Q3.
[lvlshot]http://img150.imageshack.us/img150/2058/untitled13xt1.jpg[/lvlshot]
Here you can see the source photo that these textures are made from. And the two versions that spawned from it. I could do anohter one, a new version that is more straight and 'correct' but this more uneven fits my level better. The shot itself is pretty bad, taken years ago with a bad camera and a annoying friend that didn't feel like waiting by every wall for me to screen them.
The 2002 version isn't even in a power of two as you can see... I was lazy when I noted that Q3 didn't complain about this so I made the entire map using obscure texturesizes =) I would never do this today ofc.
There's a fine and a more coarse version here, the coarse from 2002 was made using a "fake" bumpmap that I did in photoshop using a alpha channel, that sucked so damn hard, the new is made using a good mix of contrast, color channel and hue/sat, used in the layers toolbox. It looks better was alot easier to do and doesn't have a 'built in' light angle in itself, as you might see...
At Grin the focus is MP-gameplay. When you need to choose either of, I take gameplay anyday. But when I'm here at home, it slides for most part...
[lvlshot]http://img65.imageshack.us/img65/6381/shot03213dw.jpg[/lvlshot]
It's kinda interesting, remember the Prayers Nest II map? No, well, that one used the exact same photo for base for a similar ("the same") texture, but comparing that one (below) and the new (above) is like night and day in quality and it's still the same base. I'ts nice to see how you can develop your skills in time like that.
[lvlshot]http://img150.imageshack.us/img150/6707/shot00037hw.jpg[/lvlshot]
I'm most sure that the new texture took alot less time to make also and looks much more photoreal and less photoshop than the old one. If you compare the graphical quality on custom Q3 maps released when Q3 shipped and now, it's like comparing two different games sometimes. The speed of computers, a better knowledge, custom tools and also insp and a overall quality increase from the industry can add alot to an old game like Q3.
[lvlshot]http://img150.imageshack.us/img150/2058/untitled13xt1.jpg[/lvlshot]
Here you can see the source photo that these textures are made from. And the two versions that spawned from it. I could do anohter one, a new version that is more straight and 'correct' but this more uneven fits my level better. The shot itself is pretty bad, taken years ago with a bad camera and a annoying friend that didn't feel like waiting by every wall for me to screen them.
The 2002 version isn't even in a power of two as you can see... I was lazy when I noted that Q3 didn't complain about this so I made the entire map using obscure texturesizes =) I would never do this today ofc.
There's a fine and a more coarse version here, the coarse from 2002 was made using a "fake" bumpmap that I did in photoshop using a alpha channel, that sucked so damn hard, the new is made using a good mix of contrast, color channel and hue/sat, used in the layers toolbox. It looks better was alot easier to do and doesn't have a 'built in' light angle in itself, as you might see...
Didn't really feel that _only_ graphics were my deal of the table.dzjepp wrote:Hipshot what happened at Dice?
At Grin the focus is MP-gameplay. When you need to choose either of, I take gameplay anyday. But when I'm here at home, it slides for most part...
Last edited by AEon on Mon Jan 18, 2010 10:47 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm
it's ok. but you still need to learn a lot.
the main problem is with colouring:
one object has one colour. it's more of a coloured drawing. not a painting actually. that just loks not that good. put some moss on the stones so that the grass is not that alone. make the grass a bit brown/redish at some places to mirror the house.
learn about the colours shadows have. a good idea is to give shadows a complementary colour. etc ...
hope that helps a bit.
the main problem is with colouring:
one object has one colour. it's more of a coloured drawing. not a painting actually. that just loks not that good. put some moss on the stones so that the grass is not that alone. make the grass a bit brown/redish at some places to mirror the house.
learn about the colours shadows have. a good idea is to give shadows a complementary colour. etc ...

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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm
I wasn't going for something realistic, but thanks for the comment.Pext wrote:it's ok. but you still need to learn a lot.
the main problem is with colouring:
one object has one colour. it's more of a coloured drawing. not a painting actually. that just loks not that good. put some moss on the stones so that the grass is not that alone. make the grass a bit brown/redish at some places to mirror the house.
learn about the colours shadows have. a good idea is to give shadows a complementary colour. etc ...
hope that helps a bit.
Check this out, it's kind of what I was going for:
http://en.wikipedia.org/wiki/Expressionism
[url=http://alm.gamedesign.net]ALMighty - Maps and stuff[/url]
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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm
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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm
Yeah, I know. I listen to everyone. Just wanted to make clear what I was going for. This is what I started with, btw:Lenard wrote:Those are good comments from pext too... You should try those.

Then I took a photo of it with my camera and coloured it in Photoshop. That's probably why it looks like a coloured drawing, because it is.

[url=http://alm.gamedesign.net]ALMighty - Maps and stuff[/url]
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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm
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- Posts: 30
- Joined: Mon Mar 14, 2005 10:38 pm