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Posted: Wed Apr 25, 2007 8:38 pm
by Lukin
Quake 4 SP map:

Posted: Thu Apr 26, 2007 12:11 am
by Method
Lukin: Looks good man. Add dirt decals. It's all in decals
-Method
Posted: Thu Apr 26, 2007 6:41 am
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?
Posted: Thu Apr 26, 2007 7:29 am
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.
Posted: Thu Apr 26, 2007 8:45 am
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
Posted: Fri Apr 27, 2007 3:16 am
by Method
Update on my Q4 project:
[old image]
[old image]
Feedback is welcome.
-Method
Posted: Fri Apr 27, 2007 3:35 am
by scythe
That's looking really good, Method. Is it going to be single-player?
Posted: Fri Apr 27, 2007 4:05 am
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
Posted: Fri Apr 27, 2007 8:56 am
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.
Posted: Sat Apr 28, 2007 7:25 am
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.
Posted: Sat Apr 28, 2007 10:43 am
by poub_
That's amazing, method

Posted: Sat Apr 28, 2007 6:50 pm
by Kammesennin
Very nice :icon14:
Posted: Sat Apr 28, 2007 8:09 pm
by dzjepp
Awesome looking method. Did you say you use mapman or some other tool to make your textures?
Posted: Sat Apr 28, 2007 11:52 pm
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
Posted: Sun Apr 29, 2007 7:26 pm
by Lukin
Posted: Sun Apr 29, 2007 7:40 pm
by spookmineer
I'm trying to see where the crap shots are, because I can't find them...
Looking very good as well

Posted: Sun Apr 29, 2007 10:15 pm
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
Posted: Sun Apr 29, 2007 10:22 pm
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?
Posted: Sun Apr 29, 2007 10:50 pm
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
Posted: Sun Apr 29, 2007 11:39 pm
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.
Posted: Sun Apr 29, 2007 11:48 pm
by Amphetamine
Agreed, that is some awsome looking work all round

Posted: Mon Apr 30, 2007 12:50 am
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
Posted: Mon Apr 30, 2007 1:55 am
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
Posted: Mon Apr 30, 2007 5:14 am
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
Posted: Tue May 01, 2007 3:32 am
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.
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