Screenshots

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

Post by Anthem »

I think the muted pallet of colors is interesting; it looks good. Keep it up.
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Plan B
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Re: Screenshots

Post by Plan B »

o'dium wrote:Image
Hipshot wrote:Hmm, will those doors overlap when they close?
o'dium wrote:The doors fit. Its FOV 90 messing with what you think the scale is.

Thought the same, tbh, but looking pretty slick :up:

Bloodstain on floor looks off, though.
obsidian
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Re: Screenshots

Post by obsidian »

I think you can add a splash of colour while still retaining the muted brown theme. For example, try making a painted brick texture with a colour like a really desaturated red and use it on the lower 1/4 of the wall. Desaturated colours will help in keeping the colours muted like the rest of the scene so as to not draw out too much attention. Red is still in the range of the monochromatic browns that you are still using, so it won't look too contrasty.
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Atelier final for Xonotic.
More screenshots and info

Image
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EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Looks like a Leviathan / Dies Irae hybrid, with a Quake 4 style.

Pretty cool, too bad I can`t play it cuz I dun have Xonotic. :cry:
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Xonotic is a free game ;).
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spirit_
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Re: Screenshots

Post by spirit_ »

Hey Shadow! Great that you made a map for Xonotic. I also considered that a while ago.

Do you know what texture licenses they accept for maps?

EDIT: Wow, they got a preview release with binaries now, no more messing with ugly git and having to compile it yourself! :)
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o'dium
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Re: Screenshots

Post by o'dium »

I hate Q3W's YouTube code, so backward...

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Hipshot
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Re: Screenshots

Post by Hipshot »

Are there any environments other than these industrial-ish brown ones?


Too much blood on the ground, because of all the heavy rain and also - the character itself really doesn't show wounds comparable to the amount of blood.


You really should add something more to the scene to emphasize all that raining... impacts, reflections etc.
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Noruen
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Re: Screenshots

Post by Noruen »

That blood on the wall is really unrealistic. It seems like he was hit by thousnad of bullets, without visible wounds, then fell down and now bleeding from his ankle.
o'dium
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Re: Screenshots

Post by o'dium »

Its a game. Its also a UI scene, so I can't use things you would expect, particles and the like, its all hacked model surfaces. I only have so much memory to work with before it takes years to load and chugs, defeating the point.

Heres a changelog so far:

-Added green lights to the marine near his chest/wrist so cast some dynamic shading. Not sure why I forgot those in the first place.

- Changed the blood pool on the floor to be less pool and more "dragged".

- Re-worked the dude texture so hes more bloody, more beaten up, also shows on the normal. The space I have to work with is tiny for this to keep file size down, its not like the player model.

- Removed dudes left wrist, cut it off, and stuck it on the floor near him, made it whiter obviously, added blood and stuff to it as needed.

- Changed the light above the door to a rare random flicker, added flare to match as well as light.

- Changed light inside open doorway, now pushed back further but also added alpha tested character shadow of people running that randomly streaks over the screen in that room, making it look like theres action going on.

- Various other little tweaks etc.

In Progress-

- Add more surface impacts for rain, there isn't enough atm. More ambient stuff.

- Change all the surface materials to a "Wet" effect. Waiting on shader.

I knew I shouldn't have uploaded that video so soon.
HM-PuFFNSTuFF
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Re: Screenshots

Post by HM-PuFFNSTuFF »

The bullets seem to levitate above the floor Gavin.
Plan B
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Re: Screenshots

Post by Plan B »

o'dium wrote:- Changed the blood pool on the floor to be less pool and more "dragged".
hehe, yeah I was bitching about that.

Seriously, I think it's cool how you guys throw out status reports, and act on feedback from "the community".
o'dium
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Re: Screenshots

Post by o'dium »

I'll have a new video up in a bit, jsut need to do one final change to the rain impacts so they look less shite (and you can actually see them zomg) then I'll call it done. Can't spend forever on it, took me all day to do it as it is.
o'dium
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Re: Screenshots

Post by o'dium »

Updated...

I hate Q3W's YouTube code, so backward...

obsidian
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Re: Screenshots

Post by obsidian »

Who's shadow is that running by in the doorway?

Looks great otherwise.
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MKJ
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Re: Screenshots

Post by MKJ »

its from the frantic action going on inside.
i like it.
Bonnebez
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Re: Screenshots

Post by Bonnebez »

A big red guy to put in a map (or not) :

http://serge.billault.pagesperso-orange ... eature.zip

Image
^Ghost
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Re: Screenshots

Post by ^Ghost »

slowly gettin stuff done.
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

First and early shots of some Udk map :).

Image

Image
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cityy
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Re: Screenshots

Post by cityy »

Nice, looking good. What game do you use?
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Bonnebez
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Re: Screenshots

Post by Bonnebez »

From the look of the vehicle i would say something like unreal tournement or derived
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Udk. Better pictures soon.
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cityy
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Re: Screenshots

Post by cityy »

I was asking what game you use - ut3 or any other game running on unreal engine 3. :p
Last edited by cityy on Wed Mar 02, 2011 6:46 pm, edited 1 time in total.
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Hipshot
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Re: Screenshots

Post by Hipshot »

He's using UDK.


How many times...
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