Page 100 of 295
Re: Screenshots
Posted: Thu Jan 03, 2008 6:03 pm
by Method
BJA: No problem for the puddle shader, but let me tell you that it's not working properly. Doom 3 engine has problems with mirror paramater that flickers and cubemap effect won't work if the surface is not bumpy.
GODLIKE: Thanks man. I'm finished making _moss variation for all the textures in that level. Might release soon... as a beta perhaps.
-Method
Re: Screenshots
Posted: Thu Jan 03, 2008 8:35 pm
by phantazm11
Thanks for the tips guys.
@Method: Nice idea about the broken light; it makes a world of difference. The site is kickass btw. Thanks for the link.
@BJA: Thanks for the suggestions! A lot of them I have thought of (there is a door open on the opposite side of the hall, but the room is unfinished as of yet.) I also agree with you about the ceiling...it is pretty boring at the moment. I intend to model a lot more objects for this project, I just need to find the time to do it

Re: Screenshots
Posted: Thu Jan 03, 2008 10:37 pm
by corsair
started this nurbs model when christmasbreak started, been a lot of work but its turning out pretty nice methinks. Its gonna be finished by saturday, just felt like showing it to you guys before it is done completely ..
if you cant be arsed with imageshack, you might want to try the following
url <<
Re: Screenshots
Posted: Fri Jan 04, 2008 1:48 am
by wattro
for someone who isn't well versed at all the techniques to make something as sharp as what I have been seeing here, i have a test for the pro's
how would one go about making this?
this is more just a curiosity in my part, so if you are game for answering, no need to be technical... but i would like to get an idea of the steps involved
thanks

Re: Screenshots
Posted: Fri Jan 04, 2008 2:19 am
by +JuggerNaut+
"this site does not allow hotlinking"
Re: Screenshots
Posted: Fri Jan 04, 2008 3:40 am
by Method
Paste the link in your address bar and refresh:
http://www.opacity.us/images/db/3/7/0000000299.jpg
wattro: I'm no pro, but if I were to do it in Quake 4. Then I would make floor as a texture with nice bump. Then create a texture for worn paint wall and put bended simple patch meshes with chipped paint decal that has a flag of twosided. Same way it was accomplished in Gears of War. Here's a visual representation of what I mean. Keep in mind that I don't have worn paint decals nor worn paint textures atm, so think of those dirt spots as a single chip of paint.
-Method
Re: Screenshots
Posted: Fri Jan 04, 2008 5:15 am
by obsidian
@corsair: very nice motorcycle. Are you using MAX? Is it modeled off of a real motorcycle, looks a bit like a Ducati?
Re: Screenshots
Posted: Fri Jan 04, 2008 9:37 am
by BJA
He said it's made out of nurbs, so it's definitely not MAX

looks to my like Maya, though it's not important which program he used. Motorcycle is looking great, no crits so far. And it's nice to see some technical stuff, nowadays all you see are characters or organic models. Wonder if this has anything to do with Mudbox or Zbrush

Re: Screenshots
Posted: Fri Jan 04, 2008 1:08 pm
by +JuggerNaut+
already knew that. my point was to save others from having to do the same and upload it proper.
Re: Screenshots
Posted: Fri Jan 04, 2008 2:26 pm
by g0th-
phantazm11: I like the atmosphere, some nice spider web would fit your map good, agreed about making it darker.
corsair: Cool bike
Re: Screenshots
Posted: Fri Jan 04, 2008 2:47 pm
by corsair
obsidian: its made in maya, Its an assignment for school (3d class, doh :]).
Its a real motorcycle indeed, father of a mate was so friendly as to leave the bike in my garage for a few weeks so I've got good reference. (that, and about 15 A3's of sketches made prior to starting modeling).
Its no ducati - its a relax/cruise type of bike actualy, the parts that made that really evident arent on the shots.
I'll keep the name of it silent for now, so you can guess again when its done (which should be tomorow if all goes well, cuase I've got a bunch of other stuff to do on sunday :O)
Re: Screenshots
Posted: Sat Jan 05, 2008 9:55 pm
by phantazm11
@gOth: Spiderwebs...that's what I need! Sometimes it is easy to overlook the obvious stuff.

Re: Screenshots
Posted: Sun Jan 06, 2008 4:27 pm
by obsidian
BJA wrote:He said it's made out of nurbs, so it's definitely not MAX

looks to my like Maya, though it's not important which program he used. Motorcycle is looking great, no crits so far. And it's nice to see some technical stuff, nowadays all you see are characters or organic models. Wonder if this has anything to do with Mudbox or Zbrush

What, 3ds MAX doesn't do NURBS? Something wrong with my copy then.
IMO, organic models are just easier to do since you don't necessarily need the same level of precision as a mechanical model.
Re: Screenshots
Posted: Sun Jan 06, 2008 5:17 pm
by corsair
afaik max does nurbs too, in some respect they're even more user friendly than in maya (since you can actualy model a wireframe and put a surface on it, I really missed that while making this motorcycle)
anyway, I know saturday has passed, the model isnt finished yet - its taking a bit longer than I thought, here's what I've got now;
it still lacks a steer (+all of its components), a windshield, travel bags, front brakes and a bunch of cables. besides that it is pretty much complete.
Ive been drawing today, and cant really be arsed to end my holiday with maya, as I already started with it :]. I've got till wednesday to finish it so that should suffice.
On the topic if organic/mechanic modeling, I'm not sure which is the most easy - I'll have to model a human skeleton and its muscles later this year, so maybe then I can tell something about it. What I do know, is that whenever you model something not based on a real thing it is usualy alot easier because you can come up with your own solutions and you can avoid doing whats most troublesome, though that usualy results in less interesting models).
I prefer not doing realistic stuff, however I think it provides a good insight into what should be in a non real thing when modeling or drawing it, cause there's always much more parts than you'd guess at first glance, be it realistic on fictional.
Re: Screenshots
Posted: Mon Jan 07, 2008 1:25 am
by obsidian
It's starting to look more like a Yamaha. I'm no motorcycle pro, so if I'm wrong, I give up. Just tell me.
Re: Screenshots
Posted: Mon Jan 07, 2008 11:26 am
by corsair
heh, I understand, I'm not into motorcycles myself too - It's a '86 Honda Shadow vt 1100. A Japanese bike indeed - but the one I modeled is imported from America and includes some modifications and extra accesoirs. :]
Re: Screenshots
Posted: Tue Jan 08, 2008 2:32 pm
by Strahlemann
Method: That mossy look is fantastic! There should be a pond somewhere

Re: Screenshots
Posted: Tue Jan 08, 2008 11:22 pm
by Method
Re: Screenshots
Posted: Wed Jan 09, 2008 12:03 am
by phantazm11
Looks awesome Method.

Re: Screenshots
Posted: Wed Jan 09, 2008 12:13 am
by +JuggerNaut+
goddamn, that's a mood
Re: Screenshots
Posted: Wed Jan 09, 2008 1:31 am
by Method
Thanks guys. You can grab the map here:
http://www.quake3world.com/forum/viewto ... 10&t=35333
-Method
Re: Screenshots
Posted: Thu Jan 10, 2008 5:05 pm
by BJA
Re: Screenshots
Posted: Thu Jan 10, 2008 7:21 pm
by ALMighty
Simply amazing work, BJA and Method.
Re: Screenshots
Posted: Fri Jan 11, 2008 12:31 am
by Method
Looks A LOT better with higher res floor, BJA. Nice work. Somehow that door upstairs with light comming through windows reminds me of Texas Chainsaw Massacre.
-Method
Re: Screenshots
Posted: Fri Jan 11, 2008 7:32 am
by wattro
BJA wrote:Little bit of an update, some new textures and a new layout. Could have added more foliage and grass but I guess I'll do that next time
i think a few cobwebs would be ultra cool in those shots... looks superb