Kat wrote:These are shots from the final submissions to Unearthly Challenge 08.
Modelled in Blender, c.26k tris. Rendered in Quake 4.
Amazing screenshots, do you have bigger resolution one's? other angles?
Any chance of knowing what the FPS was for those images!?! :P
I could not find any details on your site of this work.
WHAT!! wrote:Thanks. I really have to learn how to work with textures though. I'm so tired of working from other peoples textures
You are a doing an amazing job with other people's texture. I imagine maps using your own textures would be even better. It is not easy to create good looking maps from other people's stuff. Really nice style.
Sims
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
sock wrote:
You are a doing an amazing job with other people's texture. I imagine maps using your own textures would be even better. It is not easy to create good looking maps from other people's stuff. Really nice style.
Sims
Coming from you, that is a compliment of unmeasurable magnitude! I appreciate it
edit: Also strange timing. I had just finished completing your tutorial on terrain blending just as I came on here to check the thread.
sock wrote:Amazing screenshots, do you have bigger resolution one's? other angles?
Any chance of knowing what the FPS was for those images!?! :P
I could not find any details on your site of this work.
Thanks matey I did do some other angles but at the mo' they've got the challenge headings/text on them, I've not written anything up on this project yet except for what's on the polycount forums where you had to post WIP's as you progressed - larger [1] [2] [3] [4] [5]
i'd say left, the texture is more balanced without the contrasting orange in the brick... also, the left one would seem more 'realistic' in context of it being rubble... ie) more dust would have settled on the bricks there, causing them to meld with the surface
a13n wrote:@WHAT!!
The color scheme of these screenshots reminds me of hipshot's.
That's because I pretty much bit his style
Still trying to find my own way of doing things..
edit: well, sort of. I guess you have to download the map to understand. It's the same texture set, but it's built a completely different way. I just like his eye for color and texture. Still wish he was mapping.
phantazm11: Looking good, I like the "none eye catching" clean details you got going there. The triangle is a bit strange though, maybe put a small trim on the sides of the texture on it?
surgeon62: Wow, that IS some kind of difference. For some reason my mind's eye has the older (Doom) levels looking a lot more detailed. Guess that shows how much immersion these early games actually had.
And just to note: Kat's cave maps all rock!
rgoer: Thanks a lot man.
g0th: Thanks g0th. Will look into the triangle texture.
Kaz: Yes, it is the same map. Very slow going as I have trouble finding time to work on it. It is about 90% done though.
Glad you liked the layout
Last edited by phantazm11 on Wed Nov 19, 2008 1:08 am, edited 1 time in total.
I realize this may not be directly relevant, but I've seen some Crysis screenshots of rocks that even take it one step further. Here's one Example. Of course, the lighting and vegetation play a big role as well, but the geometry and texture of the rocks themselves is superb.
Nevertheless, I love Kat's maps, they are some of the most visually unique and impressive work on idTech4.
I like that map, really. Looks dark, dirty and somehow ... brutal. Fits to the genuine Quake3Arena feeling that way.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
kloffy wrote:I realize this may not be directly relevant, but I've seen some Crysis screenshots of rocks that even take it one step further. Here's one Example. Of course, the lighting and vegetation play a big role as well, but the geometry and texture of the rocks themselves is superb.
Nevertheless, I love Kat's maps, they are some of the most visually unique and impressive work on idTech4.
Parallax mapping can really help sell the effect of rock, as well as the general feeling of lighting. You have to remember that Quake 4 tech is very old now and to be fair not the best looking either any more. But his point still stands from a Quake technology point at least. Crysis has nice rock, but I've seen nicer still, and will keep seeing nicer. Its just one of those things.
kloffy wrote:I realize this may not be directly relevant, but I've seen some Crysis screenshots of rocks that even take it one step further. Here's one Example. Of course, the lighting and vegetation play a big role as well, but the geometry and texture of the rocks themselves is superb.
Nevertheless, I love Kat's maps, they are some of the most visually unique and impressive work on idTech4.
Seriously, add real volume to the bricks in the rubble piles... looks very flat. And I don't get why people must have so much glow around their lamps, personaly I think it looks very strange, if not combined with fog.
Parallax mapping won't solve just how cheap those rubble piles look. Just make the bricks out of tris instead of that flat surface they seem to be flush on.
You went overboard with the cans. Unless someone just raided the pantry, it looks odd with so many strewn about. One or two kicked into the corner would look better.
Obs, I agree. I also made them the rusted kind, so they blend into the scene much better.
And Gren, thats just being picky. The rubble piles are supposed to be cheap, because theres no reason for them not to be. Its only is strict view cases like this you even notice it with no parallax.
I agree with Gren. Parallax usually make more tris then necessarily and the bricks will get some stretching on the sides. My personal opinion regarding parallax is that is best used on a tiling ground surface with small stones, roots and that sort of stuff that you want to stick out a bit more but it's not worth to model it because the texture will tile.
Also I really like the wall texture you got there.