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Topic Starter Topic: Re: Screenshots

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 08-27-2013 01:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks cool man, i think its the yellow lighting which gives it the q2 feel.




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Warrior
Warrior
Joined: 23 Jul 2008
Posts: 83
PostPosted: 08-28-2013 02:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


its definitely the lighting that gives the q2 feel. I'd say go for more of a monchromatic lighting look if you want to emulate q1.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 08-28-2013 11:34 PM           Profile   Send private message  E-mail  Edit post Reply with quote


It's a combination of the lighting, the heavy-built geometry, the light textures themselves and the trapezoid shaped doorways. Those are all typical Quake 2 things.




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Gibblet
Gibblet
Joined: 08 May 2010
Posts: 11
PostPosted: 08-31-2013 04:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm loving the look of that Q1 style map sst13 :)
Brings back the memories, thankyou :)




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 09-02-2013 12:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

Image

Image

Big versions:

5
6



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
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PostPosted: 09-10-2013 12:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 09-10-2013 08:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm digging the extra colour palette. Nice dab of blue.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 09-10-2013 08:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


You got the nails.

Image

Image

Image

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
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PostPosted: 09-10-2013 09:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
You got the nails.

(Cool images)

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.


Two words: Support loops. Make friends with the Swiftloop tool (in the graphite modeling tools fly out) and you will have much more control with a ton less polygons.

Nice model btw.




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Veteran
Veteran
Joined: 17 Jun 2013
Posts: 158
PostPosted: 09-14-2013 06:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quake 3 companion cube (by me).:
Image

Cute. isn't it? :)



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foolproof
foolproof
Joined: 11 Jan 2001
Posts: 7927
PostPosted: 09-14-2013 08:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Cute, for sure.
But does it serve any purpose?




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Veteran
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Joined: 17 Jun 2013
Posts: 158
PostPosted: 09-14-2013 10:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


yyyyyep, it will.



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Recruit
Recruit
Joined: 03 Oct 2012
Posts: 7
PostPosted: 09-15-2013 04:38 PM           Profile Send private message  E-mail  Edit post Reply with quote




Bunch of ASE assets in a testmap. I'm exporting from Blender, the biggest mesh I've put in the game is 2,500 polies.

Has anyone ever noticed that the ASE exporter doesn't like random polies and distorts the texture on them until you flip the edge inside that quad? :ducky:

Also, has anyone had ASE models lightmapped by q3map2 *despite* not setting spawnflag 4? I couldn't get it vertex lit until I put another model using the same texture in the level :eek:



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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 09-15-2013 08:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


What blender ver. you using?




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Recruit
Recruit
Joined: 03 Oct 2012
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PostPosted: 09-15-2013 10:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
What blender ver. you using?


2.68a.



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Theftbot
Theftbot
Joined: 07 Oct 2009
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PostPosted: 09-15-2013 11:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


HRM im still using 2.49's exporter!




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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 09-23-2013 05:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Perfect Dark -> Blender -> OBJ -> OBJ2MAP

Complete with inefficient and unnecessary extra brushwork



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Veteran
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Joined: 17 May 2011
Posts: 159
PostPosted: 09-24-2013 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


getting your OBJ to an ASE or an MD3 would make things cleaner in radiant :) But I don't know if you'll have to build a collision mesh after that or not ...

Nice job :)



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visual prowess
visual prowess
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PostPosted: 09-25-2013 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


I just tried it and yeah, you need to build clip brushes everywhere manually. :mad:

I'm content with this way now anyways.



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Veteran
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PostPosted: 10-26-2013 06:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


I don't know what I'm doing...

Image



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 10-26-2013 04:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking at the preview pic, I thought it was a baby stroller with knobbly wheels. Whatever kind of vehicle it is, it looks cool. I recommend adding a few details so that you can imagine some sense of scale. Maybe some kind of hatch, ladder or other details that would suggest a person's size relative to the vehicle. The turret could use a little work too, take a look at some reference photos of tank barrels, they aren't basic cylinders like that. It's a good start though, I like the crazy skinny stilts and massive wheels - gives it an almost surreal cartoon like feel.



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Veteran
Veteran
Joined: 17 May 2011
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PostPosted: 10-26-2013 04:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


I allready added more details and started working on materials :) I also prepared an environment that I'll use in the final shot :)



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
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PostPosted: 10-29-2013 03:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.

Image

Image



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Veteran
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PostPosted: 10-29-2013 11:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


cool :)
I would try to add a "transition" piece where the pipes enter the rock, and making the cliff more irregular would make it more interresting (maybe higher one side or one corner ?). Also adding some rust leaks with some decals or having some blending with a second rock texture would make it look more natural :)



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Etile
Etile
Joined: 19 Nov 2003
Posts: 34898
PostPosted: 10-30-2013 10:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


D-Meat wrote:
I don't know what I'm doing...

Image


that tread looks like the fasteners on a duffel coat

Image

just sayin




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 10-30-2013 12:53 PM           Profile Send private message  E-mail  Edit post Reply with quote




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Etile
Etile
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PostPosted: 10-30-2013 02:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


nice. useful for parallel parking




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Trainee
Trainee
Joined: 12 May 2013
Posts: 33
PostPosted: 11-09-2013 06:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I started on a new skin for Mynx. :D

Image

Image

I blew up the texture for clarity's sake. The actual resolution I'm painting at is 256x128. The weird stretchy part you see on the flat texture is an unwrapping error that I worked around with 3d painting.



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I'm the dude!
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Joined: 04 Feb 2002
Posts: 12498
PostPosted: 11-09-2013 07:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice! You could go for the Molly Millions kind of look if you add a shiny environment mapped surface to her glasses and give her some nails.


Image



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Trainee
Trainee
Joined: 12 May 2013
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PostPosted: 11-10-2013 12:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the reference! I haven't quite decided yet what to do with the costume design, so I will have to experiment for a bit.



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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5316
PostPosted: 11-12-2013 02:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


looks like a matrix ripoff...




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 11-12-2013 02:33 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Exactly the other way around. She first appeared in a story published in 1981. So there you go.




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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 11-12-2013 10:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Dolly Parton's evil nemesis




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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5316
PostPosted: 11-13-2013 05:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
So there you go.


... :rolleyes: :smirk:




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 11-14-2013 03:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...

Image

Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.

Edit: View of the other side. Entrance of the Base - no exploding crate yet. :D

Image



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Last edited by sst13 on 11-16-2013 02:48 PM, edited 1 time in total.

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