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Posted: Sun May 01, 2005 11:42 pm
by Bacon
Pext wrote:fuck off fjoggs. you just created an entire new style :icon14: wanna sex?

this fluid usage of textures is awesome!
lol

Posted: Mon May 02, 2005 10:19 pm
by corsair
Fjoggs wrote:Always wanted to create a slightly different base map for quake3, so here's a little test. :)
The lighting is a bit bright atm.

Image
Image
ahhh, i love that, nice job Vegard 8D


muh, I'm actualy brewing a map myself, gimme a month for some fancy shots

Posted: Mon May 02, 2005 11:20 pm
by Kat
Kaziganthe wrote:http://www.planetquake.com/kaziganthe/t ... review.jpg

Working on my terrain modelling. I kept wondering how to create new polygons when i made a cave or something, and then remembered negative extracting. Doh! :P
Don't know if you've read this but have a scan through it and take note of the 1st couple of sections about using a map template. http://www.quake3bits.com/htm/tutorials ... g_maps.htm

Posted: Tue May 03, 2005 12:04 am
by SonicClang
Looking good gentlemen. Lookin' good.

Hey, my 900th post! :)

Posted: Tue May 03, 2005 12:06 am
by redfella
Interesting Fjoggs. Looks good.

Posted: Sun May 08, 2005 3:13 am
by Lenard
That looks really great. I am assuming that is minimal texture work but it would look great with some polish. Does the q3 engine have any problems with that many poly's being connected to one point?

Posted: Sun May 08, 2005 8:02 am
by +JuggerNaut+
bork[e] wrote:[lvlshot]http://www.members.cox.net/borke/1.jpg[/lvlshot]


:icon14:
ps. Farcry.
:dork:

FJOGGS - that's slick lookin' man, keep it up!

Posted: Sun May 08, 2005 2:56 pm
by bork[e]
What is it?

Posted: Sun May 08, 2005 6:54 pm
by voodoochopstiks
???????????????????????????

Posted: Sun May 08, 2005 6:57 pm
by Scourge
bork[e] wrote:What is it?
It's not yours. This thread is mainly to show of projects the you are working on.

Posted: Mon May 09, 2005 12:08 am
by Lenard
What's going on?

Posted: Mon May 09, 2005 2:01 am
by +JuggerNaut+
bork(e) brok(e) the thread. nice going.

Posted: Mon May 09, 2005 7:43 pm
by Shallow
Kaziganthe wrote:[lvlshot]http://www.planetquake.com/kaziganthe/terrain_mesh.jpg[/lvlshot]
woot
Nice start. When you begin your model from a cylinder primitive, note that Max wastes two tris on the cap every time - unless you need that centre vertex for something, it's a good idea to get rid of them. Converting to Editable Poly is the quickest way to do this, it will usually retriangulate more cleanly. When you switch to models for geometry you get massive power over where each triangle goes, but you also get the responsibility to make sure each triangle counts.

Have you tried starting objects by lofting shapes along splines yet? It's a good way of avoiding objects where you can tell immediately what the initial primitive was.

Posted: Tue May 10, 2005 3:01 am
by $NulL
Nice Kaz, 1 & 3 especially.

Posted: Tue May 10, 2005 4:13 pm
by [acid]
got my old password back \o/

dunno if i already posted this here. it's my former school and i'm working on it for almost half a year now.. it's so huge. gekitsu is helping me with textures.

[lvlshot]http://www.planetquake.com/acid/misc/flveg_01.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/acid/misc/flveg_02.jpg[/lvlshot]

Posted: Wed May 11, 2005 6:02 am
by Pext
nice stuff :icon14:

do you plan to add some 2:1, 4:1 textures as well?

Posted: Thu May 12, 2005 2:58 am
by Lenard
I am making a promo video!

Posted: Thu May 12, 2005 3:03 am
by Bacon
Lenard wrote:I am making a promo video!
Damn I thought you said porno video for a second :(

Posted: Thu May 12, 2005 3:16 am
by Lenard
I wish.

Posted: Thu May 12, 2005 9:11 am
by seremtan
[acid] wrote:got my old password back \o/

dunno if i already posted this here. it's my former school and i'm working on it for almost half a year now.. it's so huge. gekitsu is helping me with textures.

[lvlshot]http://www.planetquake.com/acid/misc/flveg_01.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/acid/misc/flveg_02.jpg[/lvlshot]
Your school is made of Lego?

Posted: Thu May 12, 2005 11:20 am
by [acid]
:lol: of course

no seriously, what are you referring to? the textures? they are just wip anyway.

Posted: Thu May 12, 2005 12:35 pm
by seremtan
The texture tiling on the top screen reminds me of Lego.

Posted: Fri May 13, 2005 2:47 am
by Kills On Site

[lvlshot]http://img.photobucket.com/albums/v325/dahappybanana/water.jpg[/lvlshot]
I got bored in class one day, made some water in PS
Pretty good for a newbie?

Posted: Fri May 13, 2005 4:26 am
by Lenard
Kaziganthe wrote:I need to stop hogging this thread :P

Everything's working really well except for the fucking grate(and the shadow generated from it) >:E
If there is a q2 mod with per pixel lighting, where is the q3 one? WTF

Posted: Fri May 13, 2005 10:39 am
by urgrund777
Lenard wrote: If there is a q2 mod with per pixel lighting, where is the q3 one? WTF
http://www.tenebrae2.com/ ;)