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Re: Screenshots
Posted: Thu Mar 27, 2008 11:43 pm
by seremtan
sexeh
Re: Screenshots
Posted: Fri Mar 28, 2008 12:55 am
by dichtfux
That texture looks sweet.
Re: Screenshots
Posted: Mon Apr 07, 2008 4:29 pm
by Silicone_Milk
Blocking out buildings to get a sense of scale. Detailing later.
Remodeled Bridge + Blocked Out Buildling (Right):
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0005-5.jpg[/lvlshot]
Remodeled Bridge + Beginnings of Teahouse:
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0006-4.jpg[/lvlshot]
Re: Screenshots
Posted: Mon Apr 07, 2008 5:17 pm
by seremtan
whoa, peace out man
Re: Screenshots
Posted: Mon Apr 07, 2008 6:07 pm
by o'dium
Started working on OverDose weapon models. Quick days work WIP with no handle here, although the whole high poly/low poly is finished:

Re: Screenshots
Posted: Tue Apr 08, 2008 4:18 am
by Silicone_Milk
seremtan wrote:whoa, peace out man
if you're referring to the tie-dye effect going on there in my shots thats what happens when you compile a map without any lightgrid brushes.

Re: Screenshots
Posted: Tue Apr 08, 2008 4:21 am
by GONNAFISTYA
o'dium wrote:Started working on OverDose weapon models. Quick days work WIP with no handle here, although the whole high poly/low poly is finished:
Are those officially released screenies of the weapons?
If not...maybe you should remove them?

Re: Screenshots
Posted: Tue Apr 08, 2008 7:10 am
by o'dium
OverDose isn't a retail game bro, its a mod that I work on in my spare time. Well, not a mod, but a full online TDM game using Quake 2 GPL code.
Re: Screenshots
Posted: Tue Apr 08, 2008 10:35 am
by Fjoggs
Looks good o'dium. Altho the gun would be impossible to aim with irl. The resting point for your non-trigger hand is way too close to the pistolgrip.
Re: Screenshots
Posted: Tue Apr 08, 2008 10:51 am
by o'dium
Yeah, had worries over that myself, but ,eh, oh well. Time frames and all

Re: Screenshots
Posted: Tue Apr 08, 2008 1:07 pm
by GONNAFISTYA
o'dium wrote:OverDose isn't a retail game bro, its a mod that I work on in my spare time. Well, not a mod, but a full online TDM game using Quake 2 GPL code.
Alrighty then.

Re: Screenshots
Posted: Tue Apr 08, 2008 8:19 pm
by ix-ir
That looks great Goth-, one suggestion would be to make sure that as your view moves around the cave mouth you don't get only 1 edge in view, to make it look natural you need more than one line of verts making the outline. Twisting and cutting into the left-hand side of the cave mouth would make it look a lot more natural.
Re: Screenshots
Posted: Wed Apr 09, 2008 11:10 pm
by o'dium
Ok, while the O37 is being finished off, I decided to start on the Knife this afternoon. Well, after a fantastic quick effort from Mo, he made me a low and high poly model for the Combat knife, and I textured her.
Here she is, the Combat Knife. A melee weapon, for when you act like a retard and run your weapon dry. Comes in 2 flavours, a classic swipe action, or press the "function" key and he will hold the blade, ready to throw (complete with sticking in walls action). Not sure how many "knifes" you will get as yet, possibly 5, with the last one reserved (i.e. you cant throw it).
Anyway, enjoy. All comments welcome, but this models done, so we are moving on with other things:
(Click to enlarge)
(Click to enlarge)

Re: Screenshots
Posted: Fri Apr 11, 2008 12:27 am
by ALMighty
That looks really nice, o'dium. I've always been envious of your texturing skills.
Re: Screenshots
Posted: Fri Apr 11, 2008 8:30 am
by o'dium
Thanks bro.
Re: Screenshots
Posted: Fri Apr 11, 2008 2:40 pm
by g0th-
Ix-r thanks for the suggestion. I keep that in mind.
Re: Screenshots
Posted: Fri Apr 11, 2008 2:40 pm
by g0th-
Took some screens of my wip ut3 map with one more week to go until the deadline.
The screens are from the editor's view but it looks the same ingame. Everything except for the sky and water are custom
[lvlshot]http://www.g0th.se/pics/g0th_ut3wipscreen01.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_ut3wipscreen02.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_ut3wipscreen03.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_ut3wipscreen04.jpg[/lvlshot]
and an old picture from the model inside of Modo before I started to split things up.
[lvlshot]http://www.g0th.se/pics/castle_wip_ut3_06.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Apr 11, 2008 11:24 pm
by o'dium
Well, the O37 is finished. Yeah, our first weapon model is 100% done. Like the combat knife, only minor changes will be made for this one, as we are moving onto the Pistol, grenades and other stuff now. Enjoy:

Re: Screenshots
Posted: Fri Apr 11, 2008 11:45 pm
by GONNAFISTYA
This weapon looks like a cross between an AG36 and an MP7 with a grenade launcher built in.
Is it based on a real weapon? Looks cool. Nice and worn looking. The weapons in Crysis look like they've just been manufactured...all shiny and shit.
Re: Screenshots
Posted: Fri Apr 11, 2008 11:48 pm
by o'dium
Its not based on anything, an original concept lol. Its supposed to be a flashlight, but its swappable with a GL too. You cant really tell in the render, the ingame shot has a glow on the flashlight when its in use. All the parts are swapable, so you can have grenade launchers, laser sights, silencers, scopes, all sorts.
Re: Screenshots
Posted: Fri Apr 11, 2008 11:49 pm
by GONNAFISTYA
g0th- wrote:Took some screens of my wip ut3 map with one more week to go until the deadline.
The screens are from the editor's view but it looks the same ingame. Everything except for the sky and water are custom
Nice work but your lighting is very flat. I realize it's midday but some contrast would help.
Re: Screenshots
Posted: Fri Apr 11, 2008 11:52 pm
by o'dium
Yeah, I was gonna say the same. The leves great, really sweet looking, but it could be a Q3 shot if you look over it fast, the lighting isn't helping the atmosphere at all. More shadows, more depth

Re: Screenshots
Posted: Fri Apr 11, 2008 11:54 pm
by GONNAFISTYA
o'dium wrote:Its not based on anything, just a concept lol. Its supposed to be a flashlight, but its swappable wit ha GL too. You cant really tell in the render, the ingame shot has a glow on the flashlight when its in use. Allt he parts are swapable, so you can have grenade launchers, laser sights, scopes, all sorts.
I'm talking about the "fatness" of the weapon in front of the clip....where the forward hand would go. Unless that's just the grip and nothing else.
No biggy...just mentioning it.
Re: Screenshots
Posted: Fri Apr 11, 2008 11:57 pm
by GONNAFISTYA
o'dium wrote:Yeah, I was gonna say the same. The leves great, really sweet looking, but it could be a Q3 shot if you look over it fast, the lighting isn't helping the atmosphere at all. More shadows, more depth

Doesn't UT3 have occlusion culling? That alone could help. I've never done any UT3 editing so I have no idea what's there.
Re: Screenshots
Posted: Sat Apr 12, 2008 9:38 am
by g0th-
Odium and GONNAFISTYA: thanks for the advices. There some of the lightmaps that I haven't turn up the resolution enough on and others that I've just forgot to put on (they are off by default in ut3) I think that can improve it quite a lot but still I hear what you say and agrees that there is still a lot of work left on the lightning.
regarding occlusion culling I don't think it's in the current version of UT3 but I think its planed for GOW2 they been showing that for teasers anyway.
Odium you gun is SWEET looking I really like the clean style and the colors. only crit would be that in the back of the model there's two straight lines holding up the "support" for the chest. Those two line's stick out a bit to much from the rest of the model, but still even with the lines, it looks great