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Re: Screenshots

Posted: Sat Mar 20, 2010 12:50 pm
by cityy
Thanks guys! Sometimes I feel like I am really restricted - imagination wise.

[lvlshot]http://img266.imageshack.us/img266/3061/shot0041p.jpg[/lvlshot]

I am gonna swap the wood arround the flag with stone I think.

[lvlshot]http://img146.imageshack.us/img146/8958/shot0042.jpg[/lvlshot]

CPM :up:

Re: Screenshots

Posted: Sun Mar 21, 2010 2:30 pm
by sock
cityy wrote:Sometimes I feel like I am really restricted - imagination wise.
Everyone has the potential to create awesome stuff but you got to practice the details first. Find a picture of something you like (building/architecture) and build it. Understand the process of detail, scale and layers of materials. Find out how things are built in real life, understand how materials breaks, gets worn down and interacts with each other. Practice these things in small test maps and initially limit yourself to a few materials so you don't get distracted with other details.

I rarely pimp other peoples sites but this one is especially good if you are trying to understand where to start with level design. The author has a very good attitude about that anyone can be artistic or imagative, you just got to spent time practicing.

http://www.worldofleveldesign.com/

Re: Screenshots

Posted: Sun Mar 21, 2010 3:31 pm
by Tabun
@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture. In your screenshot I still see a clash between the parts that are cut out and the actual layout of the planks in the texture. If you match the two as in Hipshot's picture, that aids the illusion of the material in the texture.

It's just like extruding or removing bricks by following the edges of the bricks portrayed in a wall's texture.

If necessary, edit the wood texture to match the grid better, or select a different texture that already does so.

Re: Screenshots

Posted: Sun Mar 21, 2010 5:05 pm
by cityy
I guess sometimes I am just not patient enough.. I often do things too superficial - one of attributes I don't like about me. And of course I am lacking experience and practice.
Thanks for the advices guys I will try to get better! :) I am gonna look into that site sock - didn't know it yet.

Re: Screenshots

Posted: Mon Mar 22, 2010 8:11 pm
by seremtan
Hipshot wrote:Do this instead.
Image
It will take more time, use up more tris, but will look a lot better...
cityy: option 3 (or 4 or whatever i didn't count): make a single large texture (i.e. 768x768) painted to look like broken planks w/ dirt (maybe a couple of such textures or use a shader to blend different alpha channels. your broken wood bits look like ice chunks and hipshot's are a bit square and regular

sorry i don't have an example

alternatively, skip the literal realism and dispense with all this broken floor stuff. it's a major mapping cliche (even more so than pipes :disgust: ), and spoils what could be a nice clean map.

Re: Screenshots

Posted: Mon Mar 22, 2010 11:21 pm
by Fjoggs
Yea can't you just leave it clean? Everything else looks shiny new.

Re: Screenshots

Posted: Wed Mar 24, 2010 11:23 am
by dONKEY
Tabun wrote:@cityy: I just want to call your attention to an important part of Hipshot's advice that you might have missed. Notice that the way he suggest shaping the brushes actually follows the shapes in the wood texture.
I know what you mean, but my OCD gets really bad when people say stuff like that. You could end up with loads and loads of brushes meeting along the edges rather than corners. Texture details should follow the grid so sections can be arranged in the way suggested, but due care must be given to avoid a huge amount of t-junction errors. I would cut out sections and slice up the solid areas into triangles to make things right, otherwise I really wouldn't be able to sleep.

Re: Screenshots

Posted: Wed Mar 24, 2010 11:53 am
by Tabun
Hehe, I feel that. I just build the shape I want (with TJ-errors and all), see if it works and is final, and then fix the TJs.

Re: Screenshots

Posted: Wed Mar 24, 2010 6:02 pm
by Silicone_Milk
I had thought that the q3map2 compiler was smart enough to fix most t-juncs? Or did I dream that? :)

Re: Screenshots

Posted: Wed Mar 24, 2010 8:05 pm
by cityy
Not a screenshot this time...but I started developing some ideas for my own website. :)

http://cityy.explicits.de/

Re: Screenshots

Posted: Thu Mar 25, 2010 3:23 am
by dONKEY
Silicone_Milk wrote:I had thought that the q3map2 compiler was smart enough to fix most t-juncs? Or did I dream that? :)
Yes of course it is....but it's not always the most 'logical' and I can't help trying to be more efficient than the compiler.

Re: Screenshots

Posted: Thu Mar 25, 2010 3:40 am
by fKd
Hipshot wrote: Image
this is odd... who cut the planks like that?

Re: Screenshots

Posted: Thu Mar 25, 2010 3:18 pm
by Hipshot
fKd wrote:
Hipshot wrote: Image
this is odd... who cut the planks like that?
This guy did it...
Image

So I did it too.
Image

Re: Screenshots

Posted: Thu Mar 25, 2010 9:49 pm
by jal_
Ye. It depends on if it's parket pieces or large tables. If it's parket it can "break" like that.

Re: Screenshots

Posted: Fri Mar 26, 2010 7:27 am
by sir_vival
[lvlshot]http://screenshot.xfire.com/s/94528087-4.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Mar 26, 2010 11:21 am
by Fjoggs
Goldeneye? :-)

Re: Screenshots

Posted: Fri Mar 26, 2010 12:12 pm
by Foo
My first thought also. The library.

Re: Screenshots

Posted: Fri Mar 26, 2010 2:58 pm
by sir_vival
well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD

[lvlshot]http://screenshot.xfire.com/s/94528126-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/94528131-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/94528168-4.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Mar 26, 2010 3:20 pm
by Hipshot
sir_vival wrote:well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD
Everyone's learning...

Re: Screenshots

Posted: Fri Mar 26, 2010 10:51 pm
by Foo
sir_vival wrote:well I'm kinda embarassed. . .everybody's stuff looks so great. . .I'm learning XD
Looks aiiight to me :D

For urban terror?

Re: Screenshots

Posted: Sat Mar 27, 2010 12:09 am
by sir_vival
[lvlshot]http://screenshot.xfire.com/s/94561998-4.jpg[/lvlshot]
Spot 5 differences.

good ol fashion quake 3 arena for default. . .I guess


You can't go outside to the truck and buildings, they're just scenery outside a window that used to be bricked in. . .

[lvlshot]http://screenshot.xfire.com/s/94528121-4.jpg[/lvlshot]

idk why I'm posting THESE snaps, none of this looks like this anymore XD

Re: Screenshots

Posted: Sat Mar 27, 2010 12:31 am
by Silicone_Milk
That's pretty fancy for an area you can't access :) Use a skyportal ;)

Don't be too hard on yourself man. Think of it this way, those shots you've posted would have been considered AAA quality in 1997/1998.

Just keep at it. It's like anything else in life, you just need to keep practicing and you'll develop your skills.

Re: Screenshots

Posted: Sat Mar 27, 2010 12:39 am
by sir_vival
Silicone_Milk 7 more posts, retire that account and make a new one XD 1337

Re: Screenshots

Posted: Sat Mar 27, 2010 7:05 am
by sir_vival
[lvlshot]http://screenshot.xfire.com/s/91180993-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91283672-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91482794-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138711-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/91630520-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138783-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92138987-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92623004-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/92623113-4.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Mar 27, 2010 7:24 am
by Foo
Those last 3 shots are starting to get awesome.