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Re: Screenshots
Posted: Sun Oct 31, 2010 1:38 am
by obsidian
The proportions of the guy in the concept art looked a bit "funny" so I'm glad that the final model looks way better. I like how the wrinkles on the clothing look natural, I know it's incredibly hard to pull off and most games do this badly. What happened to his goatee?
Re: Screenshots
Posted: Sun Oct 31, 2010 10:03 am
by o'dium
No hair on the high poly as its made differently, so all that will come later as there multiple heads again to pick, with different hair styles and skin tones.
Re: Screenshots
Posted: Sun Nov 07, 2010 12:27 am
by dichtfux
A beta of a Quake 2 map I'm working on:
[lvlshot]http://maps.rcmd.org/quake2/spirit2dm7/screenshots/spirit2dm7_shot02.jpg[/lvlshot]
[lvlshot]http://maps.rcmd.org/quake2/spirit2dm7/screenshots/spirit2dm7_shot03.jpg[/lvlshot]
[lvlshot]http://maps.rcmd.org/quake2/spirit2dm7/screenshots/spirit2dm7_shot04.jpg[/lvlshot]
There's more info and a youtube video for those who care.
(Sorry for the music in the video, I accidentally recorded it with the game sound.)
Re: Screenshots
Posted: Sun Nov 07, 2010 2:38 am
by Kaz
I have to say that it looks incredibly badass. Could use additional contrast in the lighting, and you might want to emphasize the blue lights on the bottom vs red lights up top. Good work!
Re: Screenshots
Posted: Sun Nov 07, 2010 10:22 am
by Bliccer
You also use the GTKRadiant for q2, right? So there are only limitations in compiling settings?
Re: Screenshots
Posted: Sun Nov 07, 2010 10:57 am
by dichtfux
Thanks Kaz! I'll see what I can do about contrast, should be easy though.
@Bliccer: There are more limitations than just compilation. Quake 2 has no curves/patches and no custom model support. You should also keep r_speeds way lower than for a Quake 3 map. If you're insterested in Quake 2 mapping
this article I wrote gives a short overview.
The map is for a contest at Q2R btw.
Re: Screenshots
Posted: Sun Nov 07, 2010 11:34 am
by fKd
looks way to dark, add an ambient light value as the sky should be giving off way more light. but not just the direct light, but actual ambient light. also, is it giving off a white light? looks yellowed. its also very mono in the texture dept. or is that a q2 thing?
nice looking geo tho, and the layout looks fun. just way to dark
Re: Screenshots
Posted: Sun Nov 07, 2010 12:42 pm
by dichtfux
Yes, the light is yellowed a bit. You think white would be better?
The darkness is partly due to some bug/feature of making screenshots under Windows. They always come out way darker than it looks in-game. The map could indeed use a tiny bit more ambient and I'll add that - but not as much as the screenies suggest. I already played some 1vs1 matches on it and the lighting is not an issue. It's not beautiful yet though, I totally agree. I'll work on it for the next beta, haven't done much yet (just threw some skylight key into worldspawn).
On the colors: I wanted it to look rather simple and clean. The Quake 2 texture are indexed with a fixed palette and thus it is maybe a Quake 2 thing, but it's also intentional.
Re: Screenshots
Posted: Mon Nov 08, 2010 12:06 am
by fKd
yeah try some white light from the skybox. no harm in checking it out.
Re: Screenshots
Posted: Mon Nov 08, 2010 2:37 pm
by Eraser
People still make Q2 maps? Awesome.
Re: Screenshots
Posted: Mon Nov 08, 2010 6:00 pm
by ShadoW_86
People even still playing q2

. And q1!
Re: Screenshots
Posted: Tue Nov 16, 2010 10:05 pm
by o'dium
CMC Field Ops – Ready For Deployment!
Its exciting times at Team Blur Games recently, we have a whole host of new things to play with, from engine changes to new team members providing new media for your retina melting pleasure! Last update we introduced the Marauder Infiltrator, and lets face it, he was hardly a pretty boy lad you would want to side with in a fight for survival. This time however, its time to pimp the Confederate Marine Corp. a little…
Introducing… The CMC Field Ops!
The main role of the Field Ops class is that he provides support for the other CMC team members by handing out ammunition to anybody who requires it. He also has the special ability of being able to call in an air strike over a certain location, which can be very effective as it provides massive damage. He could possibly call in giant enemy crabs too, but maybe that’s a little too daft.
Now for the Field Ops, we wanted to hit home with the feeling that they are indeed soldiers in a war they don’t want to be in. They aren’t clean, they are quite cobbled together in some regards, their armour has dents, scratches. Their clothes are dirty… Its not like this war is tomorrow, these guys have seen the thick of war:
Of course, just because the world pretty much “ends” in 2012, it doesn’t mean technology didn’t advance to some regard. It did, just much more slowly and with a more retro feel. This allows us the freedom of using everyday ideas from today and combining them with technology that could be used in the following years:
Another example of how things might change in the not to distant future:
As always, all our character models will have various head models that are selectable by the player, and sometimes these change the race of the player model too (Race changes only available for CMC at this time). Heres a shot of the Field Ops model with, and without, goggles:
Now as always, the guys at [TBG] love to add little things that give it that extra boost of detail, that’s why if you look closely at our pics and videos of the Field Ops, you may spot that the armour reflects the battlefield, that the UI’s are all animated on the model, and that yes, even the watch on his wrist has seconds, minutes and hours, that are in PERFECT time… You may call us crazy, we call it fun:
Also, as always, the above pictures are all ingame. No editing in post has been done other than the obvious border effects. What you see, is what you get, warts and all.
More updates will be following very soon, so stay tuned, get subscribing, and of course vote for OverDose in the ModDB Indie Upcoming awards! The more people that know about us, the better chance we have of having more than a couple of team members, and that means more updates and a quicker beta for you all! More info on that soon…
Re: Screenshots
Posted: Tue Nov 16, 2010 10:08 pm
by Kaz
Obviously really high quality work - perhaps since you're going for the "they don't have time to wash their clothes" look, some less groomed looking facial hair would make more sense? Good job.
Re: Screenshots
Posted: Tue Nov 16, 2010 10:22 pm
by o'dium
Multiple heads, don't forget. Not everybody will be male model style

Re: Screenshots
Posted: Wed Nov 17, 2010 10:31 pm
by o'dium
Heres the Field Ops, fully rendered in real time, ingame, for you to have a goosie at. NOTE: This doesn't have ALL the heads shown, as others are WIP.
http://www.youtube.com/watch?v=KggYp8ebX6E
(Note: If vid doesn't work straight away, it may be being processed still.)
Re: Screenshots
Posted: Thu Nov 18, 2010 12:23 am
by corsair
looking good - I admire your persistence, it's obviously paying off!
Re: Screenshots
Posted: Thu Nov 18, 2010 12:35 am
by monaster
o'dium wrote:Another example of how things might change in the not to distant future:
"Who ya gonna call?"
Looks impressive!
Re: Screenshots
Posted: Thu Nov 18, 2010 10:01 am
by dichtfux
Looks great, especially the texturing. The edges of that metal thingie the FieldOps is carrying are spot on, it really looks like used metal.
Re: Screenshots
Posted: Fri Nov 19, 2010 10:19 am
by o'dium
Cheers guys
Heres a slightly more generic, less male model type head:

Re: Screenshots
Posted: Mon Nov 22, 2010 6:07 pm
by o'dium
I'm home ill, had a spare 5mins, so wanted to mess about:

Re: Screenshots
Posted: Tue Nov 23, 2010 5:43 am
by mrd
Looks good o'dium

Re: Screenshots
Posted: Fri Nov 26, 2010 6:46 pm
by o'dium
Cheers chief.
Side by side, here is the original concept art for the Field Ops and the ingame final.
NOTE: Some features don't always work in 3d, and so things where changed if needed. Its not always possible to map 1:1 a concept to a 3d model. Also some features needed to be exaggerated on concept art, such as the ear piece (Which is still there, just smaller and much nicer fitting).

Re: Screenshots
Posted: Fri Nov 26, 2010 7:03 pm
by obsidian
That's actually really close to the original concepts, I usually expect more changes to a final product than that. The small changes I do like. Looks great. Something to think about, but I think the final model's pants are still a bit too clean for a post apocalyptic type of setting. Make him look like he's been rolling around in the dirt and mud for a few months (but keep just the one tear, too many holes is overdoing it).
Re: Screenshots
Posted: Fri Nov 26, 2010 7:42 pm
by o'dium
I'll get that looked into, might be a simple change.
Heres the final pic for a while at least, its some of the head variants for the Field Ops class (As every class has custom heads, as I said before):
And finally, the Field Ops Black Skin in full:

Re: Screenshots
Posted: Fri Nov 26, 2010 8:31 pm
by dichtfux
I dunno whether I already mentioned that o'dium but I wanna play that game. In 2011.