Screenshots
Yes, those photos were the inspiration for my map. They asked me at work to pick an environment to recreate and that is what I chose because who doesn't like cool Russian tunnels?
I may return to it someday if I get a chance. I picture a creepy "alien"/"the thing" sort of vibe for the environment, but if I were to use it for something at work, there would probably not be a shape-shifting monster in the level.
I may return to it someday if I get a chance. I picture a creepy "alien"/"the thing" sort of vibe for the environment, but if I were to use it for something at work, there would probably not be a shape-shifting monster in the level.
Sometimes I feel like I've been blessed.
I'm doing what I want, so I never rest.
I'm doing what I want, so I never rest.
frag box:

frag box loaded: this is an extreme version of "frag box". When you spawn you are given all the pickups (e.g. quad, haste, regen..etc, but no flight pickup) all the weps other than the bfg, armor, health ammo and so on. crazy gameplay.

broken ring of death: the ring of cylinders in the middle revolve around the center of the map like a carousel to get in the way of a constant clear shot.

death trap:

wandering pit:

concrete park:

space psycosis:

lab breach:

passing away: fog prevents full view of the map and it is fairly large

tribute to space map: I always loved the spacemap ctf, but felt it could use some more action so I added some.

capture hall:

capture nebula:

team keep:


frag box loaded: this is an extreme version of "frag box". When you spawn you are given all the pickups (e.g. quad, haste, regen..etc, but no flight pickup) all the weps other than the bfg, armor, health ammo and so on. crazy gameplay.

broken ring of death: the ring of cylinders in the middle revolve around the center of the map like a carousel to get in the way of a constant clear shot.

death trap:

wandering pit:

concrete park:

space psycosis:

lab breach:

passing away: fog prevents full view of the map and it is fairly large

tribute to space map: I always loved the spacemap ctf, but felt it could use some more action so I added some.

capture hall:

capture nebula:

team keep:

Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Lol I only just noticed the huge penis
I have a friend who studied design and we shared a house while at uni, and he had the unfortunate 'skill' of crafting all of his project to be somehow phallic. He'd frequently be sketching and throwing out designs because it 'looked like another freaking cock'. He got no end of shit for it from me.
He ended up retitling one particularly schlongish-looking project piece to 'C'est ne pas une pipe'
I have a friend who studied design and we shared a house while at uni, and he had the unfortunate 'skill' of crafting all of his project to be somehow phallic. He'd frequently be sketching and throwing out designs because it 'looked like another freaking cock'. He got no end of shit for it from me.
He ended up retitling one particularly schlongish-looking project piece to 'C'est ne pas une pipe'


Hehe. I built the damn thing and never noticed.
Now that I see it I also noticed the pair of spread legs it is headed towards.
No doubt where my subconcious was while making that map XD.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
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- Posts: 506
- Joined: Fri Nov 29, 2002 8:00 am
Some new bits from me:


Ignore frame rate, that's all in hand. Slow progress as always for Q4 with me, as every material, models, normal map etc needs builing from scratch. Every thing on screen is a custom asset. The bottom shot is the hall way running from the doorway more or less in the centre of the first image.


Ignore frame rate, that's all in hand. Slow progress as always for Q4 with me, as every material, models, normal map etc needs builing from scratch. Every thing on screen is a custom asset. The bottom shot is the hall way running from the doorway more or less in the centre of the first image.
Whatever....
The textures are in the most part 512 x512, I didnt really want to go to 1024. I agree with you about decals, and do intend to do a couple of decal passes before the map is done. The room with the stairs uses vertex blending on the floor/lower section of the wall, but the effort to that in most part would be more quicklit achieved with decals.
Whatever....
Hmm 512 x 512, but looks kinda blurry. Maybe it's screenshots. If not, try copying your diffuse as new layer, use High Pass filter and set the layer to Vivid Color mode. Play around with opacity for sharpness level.
Step by step can be found here:
http://www.methodonline.com/texture_tutorial.htm
Also your stairs on the first screenshot look tilable. You can see that orange line going up vertically. What I would usually do in that case is select a few random steps and flip a texture a bit. That breaks the repetition and fixes the problem.
Good progress,
-Method
Step by step can be found here:
http://www.methodonline.com/texture_tutorial.htm
Also your stairs on the first screenshot look tilable. You can see that orange line going up vertically. What I would usually do in that case is select a few random steps and flip a texture a bit. That breaks the repetition and fixes the problem.
Good progress,
-Method
ah, good point with the stairs, I had meant to do that and forgot.
Maybe the image, issues with jpg conversion perhaps. Some of the normals still need a bit of tweaking out too, so that maybe a a contributing factor. Just a couple of photo sourced textures with specific detail meant that I had to render out normals from the source image, which is never really that good, despite cleaning out a lot of the surface noise first. I'll keep playing, and thanks.
Maybe the image, issues with jpg conversion perhaps. Some of the normals still need a bit of tweaking out too, so that maybe a a contributing factor. Just a couple of photo sourced textures with specific detail meant that I had to render out normals from the source image, which is never really that good, despite cleaning out a lot of the surface noise first. I'll keep playing, and thanks.
Whatever....
Try this porgram for rendering normals using photo reference:
http://www.crazybump.com/beta/download.html
-Method
http://www.crazybump.com/beta/download.html
-Method
yes thanks....been on the beta list for some time:) It is far better than the PS/Gimp plugins, and I like the new normal map mixer. But that said, certain images with a lot of surface detail (like uneven brick work where there is a lot of dark shadowy areas) can still cause problems and require some image processing for it to produce a clean enough output.
Whatever....
Sorry if this image is too large, will resize if required.
Been working on wall painty concrete textures/decals. Not a very exciting area (rectangular box with pipes in
). I borrowed the ceiling sky light images from Lunaran, but the girdery bits are mine. They look at little odd from that shot because they are actually on an angle.

Been working on wall painty concrete textures/decals. Not a very exciting area (rectangular box with pipes in


Whatever....