Page 166 of 295
Re: Screenshots
Posted: Wed Nov 04, 2009 10:28 pm
by Hipshot
Created a new ivy texture, that I use for falling and growing ivy - so I've pretty much locked down the graphical design on the outside areas now, now I just need to polish it a little bit more add some background structures and so.
This is the old ivy:
http://zfight.com/misc/images/maps/m8/m8_17.jpg
The following shows the new.
[lvlshot]
http://zfight.com/misc/images/maps/m8/m8_27.jpg[/lvlshot]
[lvlshot]
http://zfight.com/misc/images/maps/m8/m8_28.jpg[/lvlshot]
[lvlshot]
http://zfight.com/misc/images/maps/m8/m8_29.jpg[/lvlshot]
[lvlshot]
http://zfight.com/misc/images/maps/m8/m8_30.jpg[/lvlshot]
[lvlshot]
http://zfight.com/misc/images/maps/m8/m8_31.jpg[/lvlshot]
Also I need to fin up the boring parts on the insides - I'm gonna sit a lot this weekend.
Trying to get every second I can these days, I speed-eat at lunch so I can sit more =)
From the beginning this level should have been fin like two months ago, now I hope I can get it out before December...
Re: Screenshots
Posted: Thu Nov 05, 2009 11:11 am
by jal_
Kat wrote:
@ jal_: no it's textured in the 'traditional' manner as there's a 4096 texture limit; the mesh itself is almost that size so creating any form of 'megatexture' of suitable resolution would pretty much use up the allotted max.
The traditional way being? Because I have a hard time telling that can be alpha blending.
Re: Screenshots
Posted: Fri Nov 06, 2009 4:27 pm
by Grenader
Kat wrote:...there's a 4096 texture limit...
Hey get with the times, it's 8192 if you use any hardware released over the past few years! :P
Re: Screenshots
Posted: Fri Nov 06, 2009 8:55 pm
by sock
Guardian hub room ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dt1l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dt2l_1024.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Nov 06, 2009 8:59 pm
by Kaz

@both sock and hipshot
Re: Screenshots
Posted: Fri Nov 06, 2009 9:30 pm
by o'dium
First of all ignore the overall lighting and background, it was a test area. But here you can see the difference in graphical quality between RtCW/ET era Construction Zones and OverDose Construction Zones. I haven't shown you the flag on the model because while the texture is complete, the animation of it blowing in the wind isn't:
Second of all heres a WIP shot of the FuelDump starting area:
And heres another compare shot of the start entrance:

Re: Screenshots
Posted: Fri Nov 06, 2009 10:05 pm
by Kat
Grenader wrote:Kat wrote:...there's a 4096 texture limit...
Hey get with the times, it's 8192 if you use any hardware released over the past few years! :P
lol, no, there's a texture limit
for the Unearthly competition.. everything has to collectively use no more than 4094x4096.
Re: Screenshots
Posted: Fri Nov 06, 2009 11:33 pm
by Silicone_Milk
Wasn't there a polycount challenge to have people make models of only something like up to 100 tris and using 64 x 64 textures?
Re: Screenshots
Posted: Sat Nov 07, 2009 6:35 pm
by Chi
Sock, when are you going to release that map?
Re: Screenshots
Posted: Sun Nov 08, 2009 8:17 pm
by sock
@Chi, sorry got no idea, still got one more area to complete and countless others to detail and finish the art pass on. Maybe in a month's time if things go well.
Re: Screenshots
Posted: Sun Nov 08, 2009 9:06 pm
by phantazm11
@o'dium: Those crates are really great.
Re: Screenshots
Posted: Sun Nov 08, 2009 11:46 pm
by Kaz
I've not had alot of time to work on mapping for awhile, but I played around with my curved wall section today, I want it to be much better looking eventually :E:
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0043.jpg[/lvlshot]
Re: Screenshots
Posted: Mon Nov 09, 2009 12:12 am
by obsidian
I love that brick trim, one of the better brick textures I've seen. I'm having mediocre success at painting my own set. I'd like to look at it strictly for educational purposes. I can haz?
You need to work a little bit on the texturing between where the curve sections meet with the brushes, there's a clearly visible seam on both curved corner edges.
Re: Screenshots
Posted: Mon Nov 09, 2009 1:03 am
by Kaz
You may haz good sir, ill pm you
Some of the things I remember doing:
-use the paint bucket with "all layers" selected and play around with the tolerance for "worn paint"/dirt look
-painstakingly select individual bricks from a photo from cgtextures and resize them onto the grid so that everything is all nice and neat
Yeah, the seams are pretty shabby looking, I'll spruce those details up in the near future.
Re: Screenshots
Posted: Mon Nov 09, 2009 11:49 am
by Hipshot
Kaz wrote:I've not had alot of time to work on mapping for awhile, but I played around with my curved wall section today, I want it to be much better looking eventually :E:
[lvlshot]
http://student.cs.appstate.edu/freemanc ... ot0043.jpg asdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdadasdad[/lvlshot]
Cool! When will be see a test level? Is it very different from the one I saw a few months back?
Take a look at this, I know the styles different, but I was thinking about the ceiling solution I did here, with the lamps. Might be something for you to look at...
http://zfight.com/misc/images/maps/m13/shot0937.jpg
Re: Screenshots
Posted: Mon Nov 09, 2009 2:46 pm
by ShadoW_86
o'dium wrote:First of all ignore the overall lighting and background, it was a test area. But here you can see the difference in graphical quality between RtCW/ET era Construction Zones and OverDose Construction Zones. I haven't shown you the flag on the model because while the texture is complete, the animation of it blowing in the wind isn't:
o'dium - when we will see anything playable? Those screenies from Overdose are just great. And I mean everything you posted during all those months, not just recent ones. I want to play it!

(Btw do you guys maybe need help with beta-testing or mapping :P, I really love whole project).
Sock & Hipshot - mindblowing
Re: Screenshots
Posted: Mon Nov 09, 2009 2:48 pm
by o'dium
Trouble is mostly that we are making a game with 2 people working on it... So its not exactly going quick. Don't get me wrong, I've done gigs worth of art, maps, textures sounds and models, but its slow because I can't do the really cool stuff, like characters etc... Even with all our concepts.
Re: Screenshots
Posted: Tue Nov 10, 2009 12:35 am
by sock
Other end of the room ... what!?! not another portal!

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx2l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx3l_1024.jpg[/lvlshot]
Re: Screenshots
Posted: Tue Nov 10, 2009 12:37 am
by fKd
cool teleport! maybe add a little blue light?
Re: Screenshots
Posted: Tue Nov 10, 2009 2:13 am
by Pat Howard
Sock, I may have to ban myself from the screenshots thread until you release this map. QUIT TEASING!!!

-pat
Re: Screenshots
Posted: Tue Nov 10, 2009 3:30 am
by fKd
the beginning of my noghost comp map

Re: Screenshots
Posted: Tue Nov 10, 2009 11:00 am
by sock
OMG fkd has returned and bearing screenshots of Q3, ummm the UT3 holiday was short?

Nice lighting in your screenshot with the orange from below, you certainly love the shiny metal and as always the wall detail is lovely put together. Are you planning to make any of the stuff different? Like the fans, broken or missing slates, different sizes or heights? Maybe your own design for a teleporter at the end? I assume you are going to hang wires and cables in certain places?
@Pat, At the moment the look of the map is not final so it just a screenshot thing. A map release will eventually happen, but unless you like puzzles you will not like it. I can't imagine there is any harm in you posting screenshots of your noghost comp map either, keeps the screenshot thread alive!
Recently I created a new stone trim texture and loved it so much I decided to paint the whole room with it, but unfortunately forgot about the overall colour palette and ended up with a very mono styled look instead. So to change this I created a classic split red/white marble combo and here is a before and after shot with the changes, any thoughts? preferences? Are you a before or after person?
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx4l_1024.jpg[/lvlshot]
Re: Screenshots
Posted: Tue Nov 10, 2009 11:20 am
by Tabun
I'm a "before"-person. I really like how subtle and realistic the earlier version is.
Re: Screenshots
Posted: Tue Nov 10, 2009 11:54 am
by AEon
@Sock,
I'm more for the golden middle path

... IMO the above version is subtle but too gray, the lower version, is much more saturated, and I'd tend to prefer that, but a texture that is about halfway between the two extremes regarding saturation, should still be subtle enough but not as "gray" ("boring").
Re: Screenshots
Posted: Tue Nov 10, 2009 11:56 am
by neoplan
After is better imho. The contrast makes the room look higher.