Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Thanks guys! Sometimes I feel like I am really restricted - imagination wise.

[lvlshot]http://img266.imageshack.us/img266/3061/shot0041p.jpg[/lvlshot]

I am gonna swap the wood arround the flag with stone I think.

[lvlshot]http://img146.imageshack.us/img146/8958/shot0042.jpg[/lvlshot]

CPM :up:
www.ferdinandlist.de/leveldesign
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

cityy wrote:Sometimes I feel like I am really restricted - imagination wise.
Everyone has the potential to create awesome stuff but you got to practice the details first. Find a picture of something you like (building/architecture) and build it. Understand the process of detail, scale and layers of materials. Find out how things are built in real life, understand how materials breaks, gets worn down and interacts with each other. Practice these things in small test maps and initially limit yourself to a few materials so you don't get distracted with other details.

I rarely pimp other peoples sites but this one is especially good if you are trying to understand where to start with level design. The author has a very good attitude about that anyone can be artistic or imagative, you just got to spent time practicing.

http://www.worldofleveldesign.com/
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]
Tabun
Posts: 76
Joined: Fri Aug 07, 2009 4:26 pm

Re: Screenshots

Post by Tabun »

@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture. In your screenshot I still see a clash between the parts that are cut out and the actual layout of the planks in the texture. If you match the two as in Hipshot's picture, that aids the illusion of the material in the texture.

It's just like extruding or removing bricks by following the edges of the bricks portrayed in a wall's texture.

If necessary, edit the wood texture to match the grid better, or select a different texture that already does so.
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
cityy
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Re: Screenshots

Post by cityy »

I guess sometimes I am just not patient enough.. I often do things too superficial - one of attributes I don't like about me. And of course I am lacking experience and practice.
Thanks for the advices guys I will try to get better! :) I am gonna look into that site sock - didn't know it yet.
www.ferdinandlist.de/leveldesign
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seremtan
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Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

Hipshot wrote:Do this instead.
Image
It will take more time, use up more tris, but will look a lot better...
cityy: option 3 (or 4 or whatever i didn't count): make a single large texture (i.e. 768x768) painted to look like broken planks w/ dirt (maybe a couple of such textures or use a shader to blend different alpha channels. your broken wood bits look like ice chunks and hipshot's are a bit square and regular

sorry i don't have an example

alternatively, skip the literal realism and dispense with all this broken floor stuff. it's a major mapping cliche (even more so than pipes :disgust: ), and spoils what could be a nice clean map.
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Yea can't you just leave it clean? Everything else looks shiny new.
dONKEY
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Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Tabun wrote:@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture.
I know what you mean, but my OCD gets really bad when people say stuff like that. You could end up with loads and loads of brushes meeting along the edges rather than corners. Texture details should follow the grid so sections can be arranged in the way suggested, but due care must be given to avoid a huge amount of t-junction errors. I would cut out sections and slice up the solid areas into triangles to make things right, otherwise I really wouldn't be able to sleep.
Tabun
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Joined: Fri Aug 07, 2009 4:26 pm

Re: Screenshots

Post by Tabun »

Hehe, I feel that. I just build the shape I want (with TJ-errors and all), see if it works and is final, and then fix the TJs.
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

I had thought that the q3map2 compiler was smart enough to fix most t-juncs? Or did I dream that? :)
cityy
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Re: Screenshots

Post by cityy »

Not a screenshot this time...but I started developing some ideas for my own website. :)

http://cityy.explicits.de/
www.ferdinandlist.de/leveldesign
dONKEY
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Re: Screenshots

Post by dONKEY »

Silicone_Milk wrote:I had thought that the q3map2 compiler was smart enough to fix most t-juncs? Or did I dream that? :)
Yes of course it is....but it's not always the most 'logical' and I can't help trying to be more efficient than the compiler.
fKd
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Re: Screenshots

Post by fKd »

Hipshot wrote: Image
this is odd... who cut the planks like that?
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Hipshot
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Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

fKd wrote:
Hipshot wrote: Image
this is odd... who cut the planks like that?
This guy did it...
Image

So I did it too.
Image
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Ye. It depends on if it's parket pieces or large tables. If it's parket it can "break" like that.
sir_vival
Posts: 45
Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

[lvlshot]http://screenshot.xfire.com/s/94528087-4.jpg[/lvlshot]
Fjoggs
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Re: Screenshots

Post by Fjoggs »

Goldeneye? :-)
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Foo
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Re: Screenshots

Post by Foo »

My first thought also. The library.
sir_vival
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Re: Screenshots

Post by sir_vival »

well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD

[lvlshot]http://screenshot.xfire.com/s/94528126-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/94528131-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/94528168-4.jpg[/lvlshot]
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Hipshot
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Re: Screenshots

Post by Hipshot »

sir_vival wrote:well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD
Everyone's learning...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Foo
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Re: Screenshots

Post by Foo »

sir_vival wrote:well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD
Looks aiiight to me :D

For urban terror?
sir_vival
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Re: Screenshots

Post by sir_vival »

[lvlshot]http://screenshot.xfire.com/s/94561998-4.jpg[/lvlshot]
Spot 5 differences.

good ol fashion quake 3 arena for default. . .I guess


You can't go outside to the truck and buildings, they're just scenery outside a window that used to be bricked in. . .

[lvlshot]http://screenshot.xfire.com/s/94528121-4.jpg[/lvlshot]

idk why I'm posting THESE snaps, none of this looks like this anymore XD
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

That's pretty fancy for an area you can't access :) Use a skyportal ;)

Don't be too hard on yourself man. Think of it this way, those shots you've posted would have been considered AAA quality in 1997/1998.

Just keep at it. It's like anything else in life, you just need to keep practicing and you'll develop your skills.
sir_vival
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Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

Silicone_Milk 7 more posts, retire that account and make a new one XD 1337
sir_vival
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Re: Screenshots

Post by sir_vival »

[lvlshot]http://screenshot.xfire.com/s/91180993-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91283672-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91482794-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138711-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91630520-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138783-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138987-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92623004-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92623113-4.jpg[/lvlshot]
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Foo
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Location: New Zealand

Re: Screenshots

Post by Foo »

Those last 3 shots are starting to get awesome.
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