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Posted: Sun Jun 10, 2007 7:55 pm
by g0th-
Your making progress dnky. Keep the good work up
Posted: Mon Jun 11, 2007 7:03 pm
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/sample3.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/sample4.jpg[/lvlshot]
Some more detail and improved some textures.
updated
Posted: Tue Jun 12, 2007 8:11 pm
by Kaz
The beginning of a forklift to put somewhere in there :P
[lvlshot]http://kaz.quakedev.com/junk/forkliftwip.jpg[/lvlshot]
Posted: Tue Jun 12, 2007 8:29 pm
by dichtfux
central room of a minimalistic ctfduel map for q3a:
uses the DSI textures by evillair.
Posted: Tue Jun 12, 2007 8:46 pm
by Foo
Nice but it feels a bit like you're being forced to compensate for a lack of textures differentiating between surfaces by using contrasting bright and dark lights.
This works when used sparingly but you're creating a lot of very dark and overexposed areas such as around the MH and the walls next to the jumppad bases.
My suggestion would be to use a slightly stronger contrasting pair of textures on the walls and on the floor so that the floor stands apart a little better.
Aside from that I do like the lighting, especially in the water.
Posted: Tue Jun 12, 2007 8:51 pm
by dnky
ooo, cool set of wheels

I love model renders

You can never have too many Q3 CTF levels either!
Two shots of my not so minimalistic Q4 ctf level.

I have yet to portal the map, so I am happy with the frame rate at the time of capturing these shots. Just about done with geometry, just got the task of making it a playable CTF level left to do:)
Posted: Tue Jun 12, 2007 9:22 pm
by Kaz
The bottom of the first shot looks really trippy, I like it alot

Posted: Tue Jun 12, 2007 9:24 pm
by obsidian
Ooo... like those two screens. Only thing, are you sure the bricky texture's normalmaps aren't inverted? Looks like they are getting lit from below rather than from above.
Posted: Tue Jun 12, 2007 9:39 pm
by dnky
Obsidian, funny you should say that

Just been discussing this with Kat. It isnt inverted, it's something I did wrong. The bricky texture was far too surface noisey to render out a normal map from, despite cleaning it up with several filters. So I made a simplified template to create the base for a normal map...unfortunately I made the tone that represented the surrounding morter too dark, so each brick appears to be sitting back. That capture really highlights it, and when I get a moment I'll have another work at it.
Posted: Tue Jun 12, 2007 10:12 pm
by Amphetamine
DNKY: That looks very different and I like it a lot

Posted: Tue Jun 12, 2007 11:32 pm
by g0th-
Been a bit busy lately.. But I finally got some time to continue to work on my map.

Posted: Wed Jun 13, 2007 10:48 pm
by Amphetamine
g0th-: Reminds me of that collapsing bridge fairly early on in Prey, where you learn about your power to come back from the dead.
Posted: Thu Jun 14, 2007 6:03 pm
by broar
Got a real bad z-fight headache from caulcing...
Ingame shots.

Posted: Thu Jun 14, 2007 6:46 pm
by Kat
Blender 3D yay! *thumbsup* Cavey and stone bits look more interesting for me. Metal bit has got forced smoothgrouping yet?
Posted: Thu Jun 14, 2007 7:10 pm
by broar
HEY - blender - HEY! :icon25:
Forced smoothgrouping? What is it? They´re all lightmapped. Carvey and stone thing will get dotproduct2 shader. Deforming the temple with lattice was FUN! Maybe i do some plants... Plants in computer games are always fuckn cool! They where way to complex in times i played the whole day long. So i really want to have wonderful green leaves in full 3d.

Posted: Thu Jun 14, 2007 7:56 pm
by Kat
The metal bits look a bit too soft edged, presumably becasue you've either used a phong shader or you've not dones what called
'forcing' smoothgroups
You
don't need to do this as the end results greatly depends on the look your after but metal objects usually have 'hard' edges, what you've got there looks 'soft' becasue of the way the game engine is smoothing the polygons.
Posted: Thu Jun 14, 2007 8:36 pm
by broar
All right. I used -shade -shadeangle 120. Much to high.
I forgot how to apply pong shading in the editor. Wasn´t there an entity key?
Posted: Thu Jun 14, 2007 8:46 pm
by Kat
Smoothgroups yes, but not forced smoothgroups. The difference is that forcing them basically 'breaks' the mesh and adds in an extra bunch of verts along that break (so each edge gets it's own set of verts); you can't 'hide' that with lightmaps and it's why your metal objects look 'moulded'.
120 is good for the stone pillers and rock work
Posted: Thu Jun 14, 2007 9:27 pm
by dichtfux
That temple looks quite impressive! :icon14:
Posted: Thu Jun 14, 2007 9:29 pm
by voodoochopstiks
That looks really nice broar, I like the stones and cliff formations a lot! I'd try to add some interesting trim or separation between the concrete arches and the walls, looks a bit weird now.
Posted: Thu Jun 14, 2007 9:32 pm
by Foo
I think the oddness stems from the stone growing up around the steps and such... it would make more sense for there to be earth or sand building up in that manner, but not solid stone. Might be good cause for a third material there...
Posted: Thu Jun 14, 2007 10:13 pm
by voodoochopstiks
Oi wait, I forgot to say I meant the indoors tech-corridor part when I referred to the arches and suggested the trim.
Posted: Thu Jun 14, 2007 10:18 pm
by Foo
doh, was indeed referring to the outside area and thought you were too

Posted: Thu Jun 14, 2007 10:29 pm
by bork[e]
@ broar:
lower right image is fantastic. Love how it blends in to the mountain wall, and appears to actually be part of the terrain.
Posted: Thu Jun 14, 2007 10:32 pm
by bork[e]
Kaz wrote:The beginning of a forklift to put somewhere in there :P
haven't seen any of your work for about a year or so, looks like you're still at it. Looking good :icon14: