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				Re: Screenshots
				Posted: Tue Mar 09, 2010 2:35 am
				by fKd
				wooo impressive stuff there mr hipshot! are you still working on that dm map you were posting screens for a while back? the one with the id base textures etc?
			 
			
					
				Re: Screenshots
				Posted: Sat Mar 13, 2010 10:18 am
				by cityy
				[lvlshot]http://img51.imageshack.us/img51/8683/celzw.jpg[/lvlshot]
Messing arround with cel shading. Looks like fun!
			 
			
					
				Re: Screenshots
				Posted: Sat Mar 13, 2010 7:00 pm
				by phantazm11
				That is too funny cityy! Just this week I was experimenting with the exact same thing. I've been contemplating remaking my Q4 map Flux for Quake 3:
 
I tell you it will be a crapload easier to do with idtech3 seeing as how in Quake 4 I had to remake every single brush that would be facing out in order to achieve the black cel shading outline.
 
			
					
				Re: Screenshots
				Posted: Sat Mar 13, 2010 7:07 pm
				by Anthem
				Gah, I was just finishing up a small cel-shadered run map.  xD  I'll post screens in a sec.
Edit:
[lvlshot]http://i105.photobucket.com/albums/m231/Lowerboy444/verticality.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Sat Mar 13, 2010 8:16 pm
				by cityy
				Updated:
[lvlshot]http://i.imgur.com/NG0N5.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/gcPB1.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Sat Mar 13, 2010 10:38 pm
				by AEon
				cityy wrote:Updated:
[lvlshot]http://i.imgur.com/NG0N5.jpg[/lvlshot]
AEneon going all-out colorful  

 
			
					
				Re: Screenshots
				Posted: Sun Mar 14, 2010 10:50 am
				by cityy
				Hehe AEon, I was inspired by AEneon quite a bit!  
 
 
[lvlshot]http://img683.imageshack.us/img683/3177/shot0024x.jpg[/lvlshot]
 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 1:47 am
				by Hipshot
				I wanted to create something like that for a long time, never really come around to it though. And I would not use cel for the level, I don't think it fits Q3 at all, since weapons and all are normal.
Workflow pic for the MH area of my level.
[lvlshot]http://zfight.com/misc/images/maps/development/max-rad-q3.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 1:47 am
				by Hipshot
				I guess the difference between the meshes I make for my levels and the ones Epic uses for Unreal, is, that you won't get stuck in mine when running fast and jumping around.
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 2:04 am
				by fKd
				hahahah meow
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 2:47 am
				by Hipshot
				And to answer your earlier question. Yes it's that level, however, there are just very few Id textures left, only some very basic ones.
I feel a bit ashamed that I never really managed to use them as I intended, instead I went for a all custom look, which I usually do and what I was trying no to do...
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 2:56 am
				by Hipshot
				[lvlshot]http://zfight.com/misc/images/maps/m8/m8_33.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_35.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_36.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_37.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_38.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 6:21 am
				by cityy
				That's looking absolutely awesome Hipshot!
I love the lighting and the nails.. 

 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 11:46 am
				by jal_
				Very nice shots, Hipshot. Just one side note: They look extremely dark on my crt screen, while fine on the lcd.
			 
			
					
				Re: Screenshots
				Posted: Thu Mar 18, 2010 12:00 pm
				by ShadoW_86
				Hipshot wrote:
[lvlshot]http://zfight.com/misc/images/maps/m8/m8_36.jpg[/lvlshot]
Looks nice, but tbh whole place it too clean for real mine. It's looking a little bit empty and sterile, and because of it - unnatural. Add a lot of dirt, blots ans such things - details!
Edit: Also, is it fullbright? Look at the ceiling, for me there's too much light, and something feels odd here. 
Add wooden pillars to support the scaffolding.
 
			
					
				Re: Screenshots
				Posted: Fri Mar 19, 2010 2:37 pm
				by dONKEY
				Roof beams look a bit odd. Not that sure about concrete walls either. But saying that as you normally have such a strong theme in your maps, I'm sure it makes sense.
			 
			
					
				Re: Screenshots
				Posted: Fri Mar 19, 2010 4:35 pm
				by AEon
				dONKEY wrote:Roof beams look a bit odd. Not that sure about concrete walls either. But saying that as you normally have such a strong theme in your maps, I'm sure it makes sense.
Agree... might be a good idea to differentiate between 
supporting beams of wood (those would be a tad thicker), and "
covering planks". The former would be used to actually stabilize the ceiling, i.e. prevent it from caving in. The latter would be planks, and why not actually use a few wider (same length) wooden boards that cover the ceiling, in an attempt to prevent dirt falling from the ceiling.
Looks great anyway.
 
			
					
				Re: Screenshots
				Posted: Fri Mar 19, 2010 4:54 pm
				by Theftbot
				[lvlshot]http://www.carto.net/neumann/travelling/usa_california_2003_08/03_empire_mines_state_park_and_fun_pictures/23_main_shaft_empire_mines.jpg[/lvlshot]
			 
			
					
				Re: Screenshots
				Posted: Fri Mar 19, 2010 10:06 pm
				by Hipshot
				I know about the roof and the light. The latter is a bit annoying...
The roof is more or less fixed... 
It will be like 
this wall. I already have a roof part that looks similar actually.
 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 12:14 am
				by cityy
				[lvlshot]http://img405.imageshack.us/img405/4420/shot0038u.jpg[/lvlshot]
[lvlshot]http://img197.imageshack.us/img197/3950/shot0039v.jpg[/lvlshot]
I am so tired guys, you can't imagine  

 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 12:39 am
				by Silicone_Milk
				cityy, I'm liking the textures being used. They've got a lot of detail packed in them. 
However, I think the color scheme is a bit monotone. Some splashes of saturated colors would help make that level really "pop" 
Seeing the blue walls, I think some green would go nicely.
			 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 4:10 am
				by wattro
				cityy wrote:
I am so tired guys, you can't imagine  

 
get some damned sleep if you havent already 

 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 9:53 am
				by cityy
				wattro  
 
 
@ Silicone_Milk: Yeah I am currently dealing with that.. it's a bit hard for me  
 
 
[lvlshot]http://img535.imageshack.us/img535/9530/shot0040t.jpg[/lvlshot]
 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 10:39 am
				by Hipshot
				cityy wrote:[lvlshot]http://img405.imageshack.us/img405/4420/shot0038u.jpg[/lvlshot]
Do this instead.

It will take more time, use up more tris, but will look a lot better...
 
			
					
				Re: Screenshots
				Posted: Sat Mar 20, 2010 10:48 am
				by Foo
				...or swap that area of floor with a tex that would break in the manner you've set it - Stone.