Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Quake 4 SP map:
Image
Image
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Lukin: Looks good man. Add dirt decals. It's all in decals :)

-Method
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

actually, that art looks kind of 'placeholder', by Lukin-standards.. Single player is an excuse to detail the crap out of everything.. I suspect this is an early version?
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Yeah, it's gonna look better, especially a location on the 2nd shot. Decals, sparks, flickering lights, smoke, fog, gibs, wires, broken rails and all the rest of cheap action-shooter effects are gonna be there ;)

I doubt it will end as something spectacular though - I have to finish the whole thing as soon as possible, so it's sort of speed-mapping (yeap, it's for a portfolio). Eventually I will not release the first version at all.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Lukin: Hmm, that makes me believe that we're doing something similar. I take it to pass you have to show that you can create SP level in a short ammount of time.

-Method
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Update on my Q4 project:

[old image]

[old image]

Feedback is welcome.

-Method
Last edited by Method on Tue May 01, 2007 3:33 am, edited 1 time in total.
scythe
Posts: 66
Joined: Mon Mar 25, 2002 8:00 am

Post by scythe »

That's looking really good, Method. Is it going to be single-player?
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Thanks. Probably will be a SP. It's not really a level. Rather a bunch of areas I built to test the textures.

-Method
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

Very very nice. I love the tone of the concrete, and the detail of cracking and broken bits you've put in is great. In fact, the tone of grey especially is reminding me of some parts of Gears of War.
boilingoil
Posts: 48
Joined: Sat Apr 28, 2007 6:28 am

Post by boilingoil »

Buckled concrete, cracks and uneven surface makes these pics stand out. Very good details. The pipes and the steel with the rivets are icing on the cake.
[url=http://www.quake3world.com/forum/viewtopic.php?t=30543]OILDM1 is BETA5![/url]
poub_
Posts: 41
Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

That's amazing, method :)
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Post by Kammesennin »

Very nice :icon14:
[url=http://profile.mygamercard.net/Kammesennin][img]http://card.mygamercard.net/Kammesennin.png[/img][/url]
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Awesome looking method. Did you say you use mapman or some other tool to make your textures?
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Thanks guys.

Dzjepp: I use Photoshop and CGTextures.com (photo reference). Pick a texture, make it tilable, add dirt overlays and tweak it a little bit.

-Method
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Sorry for putting such a crap below fabolous Method's screenshots :paranoid: The project "sp map for Q4 made in a week" continued:
Image
Image
Image
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

I'm trying to see where the crap shots are, because I can't find them...
Looking very good as well :)
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Lukin: Looks good man. Especially considering you're only using stock tetxures. Btw PROC and AAS means your map file hasn't been compiled and you're running an older version of the proc file. In other words compile the level to see the recent changes.

-Method
dzjepp
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Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Thats for the texture site mang. I take all of those textures can be used in games without getting in any legal troubles?
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Yea, you can use them for personal and commercial use as long as you mention the site. Although they're not game ready. You still have to make them tilable and tweak them. Although it's good because most of the time they end up looking nothing like the photo reference you used.

License

You may not sell or distribute any of these textures, use of these textures is only allowed under the following conditions:

Private or commercial use in 2D or 3D computer graphics and printed media.
Incorporation in computer games, 3D models.
Selling 3D models bundled with modified versions of the textures is allowed.

It is not allowed to sell or distribute any of these textures (either separate or in the form of texture packs.)

No mass downloading is allowed.
Tutorials and features may not be reproduced partly or fully in any form without prior permission of CGTextures

Any of these conditions can be waived if you get permission from the copyright holder (http://www.cgtextures.com).

All textures are photographed by myself, but CGTextures cannot be held responsible for damage caused by copyright infringement.
Somebody has designed and might have a copyright on for example the stickers, logos and street signs that I photographed.The use of any of these more graphical/manmade textures is at your own discretion.
-Method
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Just thought I should say that I get a little excited every time I see a new post in this thread lately. :)

Method, all of those shots are outstanding, and I love seeing what you're doing with Q4 tech, and Lukin, you have nothing whatsoever to apologize for--that's looking cool as hell. The snow kicks ass, and I look forward to checking out beta/final/whatever.
Amphetamine
Posts: 76
Joined: Fri Feb 23, 2007 5:15 am

Post by Amphetamine »

Agreed, that is some awsome looking work all round :D
dzjepp
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Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Method don't you need to do the 4-stages for textures in an engine like Quake 4's (diffuse, specular, bump, normal, etc.) for them too look good in game with the ones you get from that site
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Thanks pjw and Amphetamine.

Dzjepp: Yes, you do indeed need at least 3 maps for the textures. Diffuse (color), Bump (normal map) and Specular (shininess). You make them with Photoshop using NormalMap plugin:

http://developer.nvidia.com/object/phot ... ugins.html

Specular map can be made with desaturating the image and messing around with Levels.

I'm planning on making a texturing tutorial, but need to find some time first.

-Method
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

dzjepp wrote:Method don't you need to do the 4-stages for textures in an engine like Quake 4's (diffuse, specular, bump, normal, etc.) for them too look good in game with the ones you get from that site
Pretty much the definitive word on doing just that ;)
http://www.katsbits.com/htm/tutorials/c ... images.htm
http://www.katsbits.com/htm/tutorials/b ... es_pt2.htm
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Didn't have much time this week to work on this area, but I added cables on the floor, created a different rubble texture and decal that blend in with it. Take a look at the steps on the right side. Also the brown wall no longer tiles. The area is around 40,000 polys.

Image

Image

Image

Feedback on how to improve this is welcome. Also if you don't like something in the following shots, please comment on what makes you feel that way. Same goes if you like something.

Thank you,

-Method
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