Screenshots
Re: Screenshots
IIRC, model "instancing" saves memory bandwidth, but doesn't actually mean the video card draws less polygons or anything.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Screenshots
Yeah from what I understand it just saves one actual geometric data block then has all other instances reference that data. The triangles still have to be drawn but it uses less memory to have all the models in the scene.
Re: Screenshots
Hmm, well approximately how much faster would it be to use instances then normal models. Maybe that's very dependable on the scene and the model itself?
Anyway here's another wip, still a lot more to be done
[lvlshot]http://www.g0th.se/pics/scifi_pillar_wip.png[/lvlshot]
Anyway here's another wip, still a lot more to be done
[lvlshot]http://www.g0th.se/pics/scifi_pillar_wip.png[/lvlshot]
[url]http://www.g0th.se[/url]
Re: Screenshots
Whatever it is, that's an amazing piece of art.
What did you model it in?
What did you model it in?
Re: Screenshots
Thanks Grenader.
It's modeled in Modo. I Plan to bake it to a low poly mesh later to use in a new map I'm working on.
It's modeled in Modo. I Plan to bake it to a low poly mesh later to use in a new map I'm working on.
[url]http://www.g0th.se[/url]
Re: Screenshots
Just thought you would like to see the latest versions of the Marauders? No, oh ok... Bah what the hell, I'll show you anyway. Shown below are the final versions of the Marauder Technician and the Marauder Scout. You can thank Bitterman and his fantastic lead pencil (Easy now...) for these awesome shots:
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As always, these shots have been available on the forums for quite a while. The forums is where all the good stuff gets posted, a lot of which is never shown in the news, so get your backside over there now and register
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As always, these shots have been available on the forums for quite a while. The forums is where all the good stuff gets posted, a lot of which is never shown in the news, so get your backside over there now and register

Re: Screenshots
Hmm, I know it's only concept art, and no offense to your team mate, but those sketches look a bit "off".
For instance, in that first pic, why does the guy need knee supporters for his shoes? Some laces would do just fine.
To be honest, this is something I also notice in a lot of other games, where models are fitted with too elaborate attire that just doesn't seem functional.
Trying to make them look more interesting and cool, I suppose, but looks kind of retarded.
And in that third pic, right arm's way too long OR left arm's way too short.
Plus head&shoulder mounted turrets? Meh.
For instance, in that first pic, why does the guy need knee supporters for his shoes? Some laces would do just fine.
To be honest, this is something I also notice in a lot of other games, where models are fitted with too elaborate attire that just doesn't seem functional.
Trying to make them look more interesting and cool, I suppose, but looks kind of retarded.
And in that third pic, right arm's way too long OR left arm's way too short.
Plus head&shoulder mounted turrets? Meh.
Re: Screenshots
I would take those crits, apart from the Last pic, hes a Tech (Medic). Most of whats there is functional in game lol.
Still, valid crits. Cant say I agree with them. Theres only so much you can keep things real before it gets boring, and when your dealing with the future, with mutants and all sorts, its kinda silly to say "this wouldn't happen" because you just dont know
Still, valid crits. Cant say I agree with them. Theres only so much you can keep things real before it gets boring, and when your dealing with the future, with mutants and all sorts, its kinda silly to say "this wouldn't happen" because you just dont know

Re: Screenshots
Edit: ^^^^Okay, you said it with a lot fewer words. Nevermind me. 
By the same token, with a little imagination, I can "logic" back in just about anything, with a bit of rationalization:
The guy is obviously wearing the knee protector things because he patrols an environment with occasional puddles of knee-deep toxic sludge that would damage his legs otherwise. Or perhaps he regularly has to crawl through ducts, or passages that have been bored through abrasive silica crystals...his hand protectors are in his back pocket, or perhaps just out-of-frame there...
In the third pic, the left arm is obviously shorter because it was lost (cut off? blown off? intentionally amputated?) at about mid-bicep (thus the smaller/shriveled look), and replaced with a short, functional prosthetic that allows him to still manipulate objects, or tear out throats.
Trying too hard to force concept art to "make sense" seems, to me, to kind of miss the point. Concept art *is* about looking interesting and cool, and it's also about "what if" and stimulating the imagination. It shouldn't be outright nonsensical or stupid, but it's not necessarily about providing something that's immediately understood, familiar, and consistent with what you know. Just my $0.02.
I think it looks interesting and cool. Keep on keepin' on.

Sorry, but I totally disagree with this sort of feedback. If you're going to step through concept art for almost any sort of speculative fiction game with your "logic goggles" on, then you'll probably end up tossing out just about everything (and I say "almost any sort" only because there are certain very "hard" stories and concepts where the creators go to great lengths to ground them in known science and reality--that's a whole different animal).Plan B wrote:Hmm, I know it's only concept art, and no offense to your team mate, but those sketches look a bit "off".
For instance, in that first pic, why does the guy need knee supporters for his shoes? Some laces would do just fine.
To be honest, this is something I also notice in a lot of other games, where models are fitted with too elaborate attire that just doesn't seem functional.
Trying to make them look more interesting and cool, I suppose, but looks kind of retarded.
And in that third pic, right arm's way too long OR left arm's way too short.
Plus head&shoulder mounted turrets? Meh.
By the same token, with a little imagination, I can "logic" back in just about anything, with a bit of rationalization:
The guy is obviously wearing the knee protector things because he patrols an environment with occasional puddles of knee-deep toxic sludge that would damage his legs otherwise. Or perhaps he regularly has to crawl through ducts, or passages that have been bored through abrasive silica crystals...his hand protectors are in his back pocket, or perhaps just out-of-frame there...
In the third pic, the left arm is obviously shorter because it was lost (cut off? blown off? intentionally amputated?) at about mid-bicep (thus the smaller/shriveled look), and replaced with a short, functional prosthetic that allows him to still manipulate objects, or tear out throats.
Trying too hard to force concept art to "make sense" seems, to me, to kind of miss the point. Concept art *is* about looking interesting and cool, and it's also about "what if" and stimulating the imagination. It shouldn't be outright nonsensical or stupid, but it's not necessarily about providing something that's immediately understood, familiar, and consistent with what you know. Just my $0.02.
I think it looks interesting and cool. Keep on keepin' on.

Re: Screenshots
more important than the memory savings, it saves draw calls... all instances of a given mesh are drawn with a single draw callobsidian wrote:IIRC, model "instancing" saves memory bandwidth, but doesn't actually mean the video card draws less polygons or anything.
Re: Screenshots
No, seriously, when you want to suspend disbelief, you still want it to make sense in its own universe, even if these mutants are wading through toxic sludge.
Having a guy wear knee straps, joined to his shoes, is not plausible in any kind of a fucked up fanatsy. Let alone carrying head&shoulder turrets.
There are a lot more realistic things these mutants can adapt to, equally offputing, but more realistic.
Focus on that.
Having a guy wear knee straps, joined to his shoes, is not plausible in any kind of a fucked up fanatsy. Let alone carrying head&shoulder turrets.
There are a lot more realistic things these mutants can adapt to, equally offputing, but more realistic.
Focus on that.
Re: Screenshots
Erm, I already told you it wasn't "head & shoulder turret" lol...?
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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
Re: Screenshots
Dunno if this will turn into anything, but got bit by the mapping bug. I haven't done anything in about 3-4yrs, but decided to try something out. Found this high-res texture pack for Q2, gonna try them in a Q3 map I think.
Yes its a wall, but what do you think thus far? hehe
[lvlshot]http://shadowdane.shackspace.com/q3_using_hires_q2_textures.jpg[/lvlshot]
Yes its a wall, but what do you think thus far? hehe
[lvlshot]http://shadowdane.shackspace.com/q3_using_hires_q2_textures.jpg[/lvlshot]
Re: Screenshots
Looks pretty good Shadowdane. The texture at the top of the structure looks a bit out of place though
[url]http://www.g0th.se[/url]
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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
Re: Screenshots
Thanks goth-, Yah I put that together in maybe 30 mins or so. Not 100% if I'll use these textures at all. They do look nice cause most of them are double the resolution used in Quake 3.g0th- wrote:Looks pretty good Shadowdane. The texture at the top of the structure looks a bit out of place though
Re: Screenshots
i like the highlights on the textures, but imo these kinda textures look a little weird as the lighting seems to get a little lost on really busy textures. looking cool tho man. btw, how did you get q3rad to work in vista? dont think i can switch back after gtk.. but yeah
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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
Re: Screenshots
Just had to setup Compatibility Mode. I tried to use GTKR v1.5... but god they changed some things that just seems stupid. Like why can't I select a face and instantly clone the texture by middle clicking another texture in the 3D window. That technique saved sooo much time doing aligning textures. So went back to v1.4, which I know blind folded!fKd wrote:i like the highlights on the textures, but imo these kinda textures look a little weird as the lighting seems to get a little lost on really busy textures. looking cool tho man. btw, how did you get q3rad to work in vista? dont think i can switch back after gtk.. but yeah

Here are the settings I used:

Re: Screenshots
looking forward to seeing these in 3d 

Re: Screenshots
how do you hold it? it looks like there is a lever/trigger at the bottom, but then there is that handle thing with a button? surely you have some kinda grip further down the gun? or am i missing something? and where are the gas canisters?
its a cool model, should look wicked textured and in action
its a cool model, should look wicked textured and in action
Re: Screenshots
Theres an extra grip on the left side of the model, that you cant see in this shot. It sticks out the side 
Good question though, I can see why you would think that

Good question though, I can see why you would think that

Re: Screenshots
This is the conversion of "chlorophyl", a former Warsow map, which I built in collaboration with 2 other mappers. It's already final, so for the curious people here's the download.
[lvlshot]http://brushhour.org/maps/acid3dm9.jpg[/lvlshot]
[lvlshot]http://brushhour.org/maps/acid3dm9.jpg[/lvlshot]