Page 114 of 295
Re: Screenshots
Posted: Sat Jun 14, 2008 5:41 am
by Silicone_Milk

Progressive. Lots of time wasted watching tv.
Re: Screenshots
Posted: Sun Jun 22, 2008 10:39 pm
by $NulL

Not really happy with the wood texturing on the left building, I think the rest is pretty good though.
And my big ass blue radiant

Re: Screenshots
Posted: Mon Jun 23, 2008 9:06 am
by WHAT!!
Nice map but... Staind...?
Really...?

Re: Screenshots
Posted: Mon Jun 23, 2008 9:57 am
by Hipshot
Ground cobbles has way to much shadows in it... looks strange. What game is it, cod4?
Re: Screenshots
Posted: Mon Jun 23, 2008 12:38 pm
by $NulL
I dunno Hipshot, i rather like them like that. I had them at a lower contrast initially and I didnt think it looked as good. The game is Urban Terror btw.
Re: Screenshots
Posted: Mon Jun 23, 2008 11:04 pm
by Hipshot
Instead of desaturation, maybe a better idea would be to blend some dirt or just replace it with some other texture... but I guess it looks ok. It's just so strange with shadows so defined in that area, the shadow sharpness looks like the texture photo source was taken on a sunny day...
Re: Screenshots
Posted: Wed Jun 25, 2008 4:46 am
by MackXX
Just goofing with some lighting after screwing around with brushes for the last few days.
Re: Screenshots
Posted: Wed Jun 25, 2008 9:23 am
by o'dium
I have some damn Quake 2 style shots from OverDose with loads of new work to show, but the damn FTP has been down for a week with no explanation

Re: Screenshots
Posted: Wed Jun 25, 2008 11:46 am
by Kaz
Well damn.
Re: Screenshots
Posted: Wed Jun 25, 2008 12:49 pm
by o'dium
Damn damn...
Re: Screenshots
Posted: Thu Jun 26, 2008 1:25 pm
by MackXX
Testing new sky and made a rock wall
-fastest compile
Re: Screenshots
Posted: Thu Jun 26, 2008 2:42 pm
by obsidian
It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
Re: Screenshots
Posted: Thu Jun 26, 2008 3:16 pm
by MackXX
obsidian wrote:It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
Yeah, I rotated the collection of brushes that make the rockwall on a 45 degree angle and it messes it up. I experimented by creating the rockwall with a terrian generator (based on a height map) then importing it in and flipping it on it's side. There's so many T-Juncs when I rotate the bloody thing that I'm probably going to have to do it the old fashioned way brush by brush. Blegh.
Re: Screenshots
Posted: Thu Jun 26, 2008 5:39 pm
by WHAT!!
My latest titled "Whats Paradigm"

Re: Screenshots
Posted: Thu Jun 26, 2008 6:23 pm
by g0th-
My first day in Zbrush.. this program is just crazy.
688 tris, render in modo with normal and occlusion map baked from from a Zbrush model.
and no it's not a stone dildo.
[lvlshot]http://www.g0th.se/pics/zbrush_test02.jpg[/lvlshot]
Re: Screenshots
Posted: Thu Jun 26, 2008 6:29 pm
by Plan B
Looks amazing.
I just wonder to what extent z-brush models lend themselves to being exported and used in maps, and at what quality.
(Not that that is some definitive criterium for modeling)
Re: Screenshots
Posted: Thu Jun 26, 2008 7:20 pm
by g0th-
Thanks man.
I not an expert but from what I know Zbrush is mostly used to sculpt hi poly details for characters and props and then they get baked down onto a low poly mesh. The same way I done in the picture above.
Re: Screenshots
Posted: Thu Jun 26, 2008 7:32 pm
by obsidian
Currently, z-brush sculpted models tend to have too many polys to be used directly in-game so yes, they are baking the vectors into the normal map to be virtualized.
You might see interesting things in the future given how Carmack has been talking about voxels.
Re: Screenshots
Posted: Thu Jun 26, 2008 7:49 pm
by Plan B
I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Re: Screenshots
Posted: Thu Jun 26, 2008 8:08 pm
by ^misantropia^
@WHAT: that looks very foxy. Is there an alpha to play-test?
Re: Screenshots
Posted: Thu Jun 26, 2008 8:34 pm
by WHAT!!
Yes indeed. It's for Warsow.
http://what.iqclan.com/map_whatsparadigmb3.pk3
http://www.warsow.net
Good news too, I'm now a mapper on the development team. Woot woot

Re: Screenshots
Posted: Thu Jun 26, 2008 9:45 pm
by o'dium
Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Photoshop plugin?
jeez man, get Crazy Bump!
Re: Screenshots
Posted: Fri Jun 27, 2008 3:09 am
by obsidian
o'dium wrote:Plan B wrote:I see.
So, for now, could z-brush be seen as a 3D normal map texture modeler, if you'd have game purposes in mind?
If so, that sure beats the photoshop plugin I've been messing around with, working from 2D photo references.
(sorry if I seem to be talking out of my ass...I really have to read up on this stuff)
Photoshop plugin?
jeez man, get Crazy Bump!
Yes, Crazy Bump is indeed crazy, but unfortunately not free. But if you're serious about game design, it's an essential tool for the old toolbox.
The Photoshop plugin is basically a heightmap to normalmap converter, so it doesn't translate all the vectors as accurately as a real normalmap generated from polygons.
Re: Screenshots
Posted: Fri Jun 27, 2008 5:15 am
by Silicone_Milk
obsidian wrote:
You might see interesting things in the future given how Carmack has been talking about voxels.
That's interesting that you mention that obsidian.
I've been looking in to voxels myself and have been wondering why we haven't been seeing more useage out of them. They're a crazy powerful thing.
It's neat to see that there's some kind of hint towards what Carmack may be working on and that it might be voxel-based.
Re: Screenshots
Posted: Fri Jun 27, 2008 6:12 am
by obsidian
Well, he mentioned at one of his keynotes at QuakeCon (I think) how he had virtualized textures by streaming them into the renderer using Megatextures, and how his current work is trying to do the same thing of virtualizing polygons. Then he talks about voxels at another conference (can't remember which one) but anyway, that's what he's probably working on. It'll likely be slated for Id Tech 6 if anything, which is a couple of generations from now.