Q4 - AEtri - Beta 1 - d/l

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

obsidian wrote:Well, there is this perfectly straight between the two textures that I thought looked odd. Looks like someone stenciled rust on those ledges. Maybe use a decal on the ledges instead?
It might be a good idea to use rust decals on all the areas where the legs and the rust ledges connect. Will try that out.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Definately would look better using decals for rust/grime on those ledges.. Q4 has such high visual fidelity, compared to 3, that texture choices get really picky, I find.. makes that straight edge of rust vs not rust really odd.. I almost expected to take damage when I stepped on the rusted up part.
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

AEon wrote:Boxes too uniform...
I shied away from rotating boxes because it makes texturing a pain. Then again in that area under the tubes one "would" optimize stacking if one were neat?! ;)... Will think about this.
(Texture the boxes first.. Then rotate them. They'll keep their textures.) :icon31:
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