Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Q1 ftw.
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Noruen
Posts: 308
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Re: Screenshots

Post by Noruen »

FRA_ChaosLegion - of course it is. The Eye is even "looking around" :paranoid:

fKd - Nice! There we can see, that this engine even when it is more than 10 years old is still able to render so beautifull scenes - of course in hands of handy designer :up:
FRA_ChaosLegion
Posts: 36
Joined: Fri Aug 13, 2010 2:50 pm

Re: Screenshots

Post by FRA_ChaosLegion »

@fKd

Nice slick style base. :D The only thing I see missing is a little steam either generated from vent's or broken pipes. Other than that keep that stuff coming. :up:

@Shadow_86

Is that some old school feel your diggin for? It would be nice to see some to take a trip down memory lane. :q1:

Michael
ShadowZombie
Anthem
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Re: Screenshots

Post by Anthem »

Looking good, Shadow. I might have to bust out Q1 to try it.

fKd... I'm glad you're still here.. :D It looks great as usual.
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[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Yeah, recently I indeed have this 'old-school games are f***** best' mood :P. Q1 sp rules!
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FRA_ChaosLegion
Posts: 36
Joined: Fri Aug 13, 2010 2:50 pm

Re: Screenshots

Post by FRA_ChaosLegion »

@Shadow_86

Feeling retro. Hell yeah. Been so long since I played Q1. I think digging it out and wiping the dust off will be in order. :q1: :D :up:

Michael
ShadowZombie
fKd
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Re: Screenshots

Post by fKd »

cheers everyone, really helps keep me motivated :D
been working away at it to get it into beta. with any luck this weekend will be very productive and ill have something for you all to play around in between all the other amazing stuff that is being made at the moment

gg
fKd
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Re: Screenshots

Post by fKd »

dont mean to spam, but well... umm one last one, ill start my own thread next time :D
Image
dichtfux
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Re: Screenshots

Post by dichtfux »

No need for your own thread, the screenshots thread is for screenshots! ;)

Looks great fKd. You pump out details like no other.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
nitin77
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Joined: Wed Jul 23, 2008 9:21 am

Re: Screenshots

Post by nitin77 »

fkd,

that last screenshot is amazing.
fKd
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Re: Screenshots

Post by fKd »

cheers fellas.

@dichtfux funny thing is, its all the textures, this is much lower in detail than my usual efforts. but i am happy with the compositions im getting in this latest map.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

So y'all need to hide your kids, hide your wife, and hide your husband cause fkd being rapin' everybody out here. Fantastic looking map sir, you be shittin' all over that Q3 engine.
Pat Howard
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Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

haha.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Giving Sculptris a try. I just falled in love with that program.

[lvlshot]http://www.foopics.com/showfull/a96a2cb48b89d396a1a5f6a9eb02401e[/lvlshot]
fKd
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Re: Screenshots

Post by fKd »

woo im getting a mass effect vibe, good stuff so far sir
User avatar
seremtan
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Re: Screenshots

Post by seremtan »

fKd wrote:dont mean to spam, but well... umm one last one, ill start my own thread next time :D
Image
that's quite sextastic
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

fKd wrote:dont mean to spam, but well... umm one last one, ill start my own thread next time :D
Image
That's not spamming. That's great graphic. It looks like textures are bumpmapped. Great work in Quake 3 engine! :drool:
Noruen
Posts: 308
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Re: Screenshots

Post by Noruen »

These days I'm experimenting with other uses of texture blending used often for terrains. But now on some other objects than terain. I think it is great technology <3

Image
fKd
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Re: Screenshots

Post by fKd »

cool! apart from some of those seams that looks like a really good way to add extra textural detail. good stuff man
o'dium
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Re: Screenshots

Post by o'dium »

Obvious errors are obvious :p But just trying to get a theme for the outdoor of the Stockpile map terrain:

Image
Noruen
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Re: Screenshots

Post by Noruen »

OuDium - I thought it is photo first :) Looks really good. I like that stylization into bright brown.
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Re: Screenshots

Post by corsair »

fancy atmosphere; the ground is folding like it's rough piece of cloth though, there's a weird polygonal pattern to height/normal map. Could be a less obvious error, related to not normalizing the normal map to the shape of the terrain. What software did you use to create this?

Nice to see such a 'still life' which aims high in realism. But as far as the foliage is concerned, I'd remove the reeds and add a more apparent default wind direction by removing the plants on one end, and adding (or simply keeping) the plants on another the other side. They're near the rocks for cover, but it cant be that there's cover all around the rocks; they wouldn't need em otherwise.
Last edited by corsair on Sat Sep 25, 2010 8:34 pm, edited 2 times in total.
o'dium
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Re: Screenshots

Post by o'dium »

The ground is using a larger sand sculpted texture, so it will have odd triangle style folds. The rocky texture under the actual large rock is a wip, with a higher res better version in progress. The textures should all be correct and normalized, doubt nicolas would miss such an obvious thing but I will ask when hes online.

Whole host of programs used, max, photoshop, zBrush, Mudbox, crazy bump etc.
Last edited by o'dium on Sat Sep 25, 2010 8:38 pm, edited 1 time in total.
corsair
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Re: Screenshots

Post by corsair »

in that case, consider using a (procedural) terrain generator such as WorldMachine or GeoControl for adding realistic visual appeal to the ground texture. You can't achieve proper realism with sculpting alone.

I wouldn't mind if you could prove me wrong though; looking forward to the next update :]
o'dium
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Re: Screenshots

Post by o'dium »

corsair wrote:in that case, consider using a (procedural) terrain generator such as WorldMachine or GeoControl for adding realistic visual appeal to the ground texture. You can't achieve proper realism with sculpting alone.

I wouldn't mind if you could prove me wrong though; looking forward to the next update :]
Its a 2048x2048 tiling hand crafted texture that was sculpted into the same shape as a sand dune, the actual end result isn't seen here as POM is off, but even still I dunno if using WM would make a huge difference :S
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