Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
neoplan
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Re: Screenshots

Post by neoplan »

this guy seems to have a good dentist!
dichtfux
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Re: Screenshots

Post by dichtfux »

Looks good, o'dium!

@neoplan: He stole those teeth after eating the last owner I guess. Can't blame him for being choosy.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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Hipshot
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Re: Screenshots

Post by Hipshot »

Edward Tattsyrup
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
fKd
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Re: Screenshots

Post by fKd »

yup good stuff o'dium, but how about a few new map locals for us to drool over.

models are lookin good, but im betting the animations will really add that extra wow... ack, all this waiting. gg team blur
Lunaran
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Re: Screenshots

Post by Lunaran »

fKd, those are some surprisingly metallic looking textures for an engine with no speculars. nice.

A little color makes a big difference:
Image
oh yeah that's the map I'm making
Noruen
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Re: Screenshots

Post by Noruen »

Lunaran - That's really interesting, how good light can make from simple environment so effective good-looking map. Great!

o'dium - It is good, but sorry, about one or two classes worst that environment you post here before. It is based on some previus mod character, or something fresh-made? I dislike it.
cityy
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Re: Screenshots

Post by cityy »

Looks familiar Lunaran - I tend to like the new colors. Did you hit the 1GB mark yet with the filesize? :olo:

Edit: Are you using fog or is it just me?
www.ferdinandlist.de/leveldesign
obsidian
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Re: Screenshots

Post by obsidian »

Lunaran wrote:an engine with no speculars
orly??? (True, but with some fancy texture/shader tricks...)

Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

o'dium wrote:I was a little bored, so I made a quick promo background for you. Nothing fancy, I'm waiting for the next model to be done before I can get some nicer ones out :p

Image
It looks like that guy have some light source in the mouth.
[url]http://shadowsdomain.wordpress.com/[/url]
o'dium
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Re: Screenshots

Post by o'dium »

Its just the rim lighting there.
neoplan
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Re: Screenshots

Post by neoplan »

ShadoW_86 wrote:
o'dium wrote:I was a little bored, so I made a quick promo background for you. Nothing fancy, I'm waiting for the next model to be done before I can get some nicer ones out :p

Image
It looks like that guy have some light source in the mouth.
He uses Mentadent Fluor+ tooth-paste... :rolleyes:
o'dium
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Re: Screenshots

Post by o'dium »

Or, its rim lighting, as I said. As for the teeth comments, the mouth is quite high detail, even has tonsils, and has its own texture. Theres one mouth mesh/texture for each faction to use, to make life easier on memory.
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

The rim lighting looks horribly wrong then as it appears that there's a blue light source in the back top of the mouth casting a light on the back of the tongue and the top of the molars.
Noruen
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Re: Screenshots

Post by Noruen »

Also the face is too much distorted. It is not physiologically possible and too fussy. But that body looks mutated and realistic.
o'dium
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Re: Screenshots

Post by o'dium »

The pose is terrible because I never rigged it, its a vert changed pose just for this, so don't worry.

As for the whole "im'a throw my toys out of the pram and moan the rim lighting is horribly wrong" comment keep in mind the main character was hit with a light directly in front of him and was NOT in the background map at the time.

But I do suggest you look at games that use rim lighting on characters and find me something that works to your liking (MOH/MW2 both have it for example). What you want, isn't possible, as rim lighting is additive.
corsair
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Re: Screenshots

Post by corsair »

these are some videos from a procedurally modified grid. It's animated by cycling through a series of iterations as well as iterations of the iterations :) there's a bit of natural erosion (or rather, masked smoothing...) going on as well, but i haven't letup that correctly yet. But the base is here, and I'm gonna focus on texturing it instead of having more realism in the erosion.

http://tiny-pic.com/player.php?v=33xfrcx&s=7
http://tiny-pic.com/player.php?v=107q1bm&s=7

its made in houdini, an application that isnt very compatible with most evident screen-capture software as it seems. One vid is shot with a camera looking at the screen, the other vid already had wacky artifacts before it was uploaded. (captured with Camstudio. Fraps didn't work because it recognised every separate UI element of houdini as a different windows screen altogether..; recording stops upon switching between em, so nothing really useful can be recorded.

still, im pretty pleased with the result (so far) xD

EDIT: remove the "-" between tiny and pic .... then the links work
Last edited by corsair on Mon Oct 18, 2010 9:56 pm, edited 2 times in total.
corsair
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Re: Screenshots

Post by corsair »

The character, pose and the background look mighty fine if you ask me, oduim.
But whats with the hexagonal pattern? that does look meh to me.
fKd
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Re: Screenshots

Post by fKd »

links are broken
obsidian
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Re: Screenshots

Post by obsidian »

It's not just the word filter, either.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
corsair
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Re: Screenshots

Post by corsair »

should work now, apologies for the inconvenience :O
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

o'dium wrote:The pose is terrible because I never rigged it, its a vert changed pose just for this, so don't worry.

As for the whole "im'a throw my toys out of the pram and moan the rim lighting is horribly wrong" comment keep in mind the main character was hit with a light directly in front of him and was NOT in the background map at the time.

But I do suggest you look at games that use rim lighting on characters and find me something that works to your liking (MOH/MW2 both have it for example). What you want, isn't possible, as rim lighting is additive.
Assuming the rim lighting response was aimed at me, I'm not moaning about anything here, O'dium.

You would think that if a ton of people are saying the mouth looks wrong because it's lit in impossible ways without him having a blue led taped to the roof of his mouth, then you would think that, perhaps, the mouth looks wrong (rim lighting or not).

I'm sure there's a fix somewhere there.

I'm just surprised that you, of all people, would dismiss such a glaring oddity and say "can't do anything about it". Could you not, perhaps, flag certain objects to have the shader skip it when calculating rim lighting? This shouldn't ever be a problem for realism for certain objects (like the inside of the mouth) as there's no way (unless a hole was blown in the back of the head) that there'd be a light source in the mouth to provide the backlighting needed for your rim light effect.
corsair
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Re: Screenshots

Post by corsair »




imageshack ftw! ;]
o'dium
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Re: Screenshots

Post by o'dium »

Silicone_Milk wrote:
o'dium wrote:The pose is terrible because I never rigged it, its a vert changed pose just for this, so don't worry.

As for the whole "im'a throw my toys out of the pram and moan the rim lighting is horribly wrong" comment keep in mind the main character was hit with a light directly in front of him and was NOT in the background map at the time.

But I do suggest you look at games that use rim lighting on characters and find me something that works to your liking (MOH/MW2 both have it for example). What you want, isn't possible, as rim lighting is additive.
Assuming the rim lighting response was aimed at me, I'm not moaning about anything here, O'dium.

You would think that if a ton of people are saying the mouth looks wrong because it's lit in impossible ways without him having a blue led taped to the roof of his mouth, then you would think that, perhaps, the mouth looks wrong (rim lighting or not).

I'm sure there's a fix somewhere there.

I'm just surprised that you, of all people, would dismiss such a glaring oddity and say "can't do anything about it". Could you not, perhaps, flag certain objects to have the shader skip it when calculating rim lighting? This shouldn't ever be a problem for realism for certain objects (like the inside of the mouth) as there's no way (unless a hole was blown in the back of the head) that there'd be a light source in the mouth to provide the backlighting needed for your rim light effect.

I don't think you know what rim lighting is, its not really some effect you can mask off. Sure enough, I can disable it for inside the mouth if really needed but then the mouth will look different to the face and stand out in other ways.

Its just because the light position was directly in front of the face. Even in shadow, it will still show up some what, thats the way rim lighting works in games atm.
corsair
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Re: Screenshots

Post by corsair »

whether the other thread has any place here or not, it should, imho, certainly not top this forum o_O

http://picturepush.com/public/4384196

roflblobbers
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Eraser
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Re: Screenshots

Post by Eraser »

corsair wrote:whether the other thread has any place here or not, it should, imho, certainly not top this forum o_O

http://picturepush.com/public/4384196

roflblobbers
You could make a winamp visualization plugin out of that :)
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