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Re: Screenshots
Posted: Sun Dec 19, 2010 2:02 pm
by o'dium
Re: Screenshots
Posted: Sun Dec 19, 2010 4:10 pm
by obsidian
Yes. That was annoying... Yes... Very...
Re: Screenshots
Posted: Sun Dec 19, 2010 4:24 pm
by monaster
Lemme show you some more boring screenshots... terrain's boring... Yes... Very...
[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/misc003.jpg[/lvlshot]
[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/misc004.jpg[/lvlshot]
EDIT: lvlsht'd imgs being too big for q3w
Re: Screenshots
Posted: Sun Dec 19, 2010 4:38 pm
by dONKEY
Hands do appear too long, and the back off the watch strap around the time piece itself doesn't make much sense either....but then sia lah, just feeling picky, I actually really like all the new overdose stuff.
Re: Screenshots
Posted: Sun Dec 19, 2010 4:38 pm
by Noruen
Sure they put something weird into Obsidian's veins... And O'dium took it too... Yes... Very...
But that was very pleasant lost six minutes...
Mon(a)ster - Second screen looks promising, but I really, really don't want to know how much r_speeds does it have

Re: Screenshots
Posted: Sun Dec 19, 2010 4:54 pm
by monaster
@Noruen: Actually, the 2nd screenshot is the whole map: you see the small pit in the back? That's in fact the 1st picture.
The r_speeds are surprisingly good, I believe. Standing in the middle of the map, the tris range is between 2100 and 3700 when lokking around 360°; from the angle in the 2nd pic where you can see most of that map it's roughly 7000 tris.
Nevertheless it's just a small terrain test I did some weeks ago when I had some spare time, took me about an hour or so.
PS: If you enlarge the 1st shot, you'll see a small blue cross in the middle of that pit. This is the size of a normal player model, so that test map was mostly about size and -well- terrain.
Re: Screenshots
Posted: Sun Dec 19, 2010 4:58 pm
by o'dium
dONKEY wrote:Hands do appear too long, and the back off the watch strap around the time piece itself doesn't make much sense either....but then sia lah, just feeling picky, I actually really like all the new overdose stuff.
The watch strap is based on a real life watch strap. The hands appear too long because you are viewing them out of context with a different FOV. Remember they are for first person, not for just watching in the game world as such. But anyway, yeah they will look odd when viewed with a fish eye lens. They look fine in the view, however, so thats all I was concerned about.
I guess its also down to another one of those styles. Some games have over the top (Gears, Unreal), some have realistic (Battlefield, MOH) and some have dwarf (COD, Quake 3 for example) so it all depends on what your used to seeing and like best as well.
Re: Screenshots
Posted: Sun Dec 19, 2010 11:05 pm
by phantazm11
Just a shot of my entry into the 20 brush contest at leveldesign.nl

Re: Screenshots
Posted: Mon Dec 20, 2010 12:26 am
by mrd
Christ, that looks hella cool.
Re: Screenshots
Posted: Mon Dec 20, 2010 1:35 am
by fKd
nice work phant, looks solid
Re: Screenshots
Posted: Mon Dec 20, 2010 2:37 am
by phantazm11
Thanks guys. Clipping this one up was a lot of fun.

Re: Screenshots
Posted: Mon Dec 20, 2010 9:34 pm
by corsair
o noes, its a map!
(for the leveldesign.nl's 20 brush contest)

Re: Screenshots
Posted: Tue Dec 21, 2010 8:13 pm
by sir_vival
[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0006.jpg[/lvlshot]
[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0007.jpg[/lvlshot]
[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0008.jpg[/lvlshot]
Just me spamming for some feedback again. . .am I getting any better?
xD
Re: Screenshots
Posted: Thu Dec 23, 2010 5:14 pm
by snt
@sir_vival Great detailing! At the 3rd screenshot the right pipe isn't well fitted. I guess it's a CTF map, right?
[lvlshot]http://img193.imageshack.us/img193/3444/columns.png[/lvlshot]
Re: Screenshots
Posted: Fri Dec 24, 2010 12:39 am
by Noruen
An very early stage of my new map "Scrap Brain"...

Re: Screenshots
Posted: Fri Dec 24, 2010 1:03 am
by phantazm11
That looks sweet, Noruen.
Re: Screenshots
Posted: Fri Dec 24, 2010 6:20 pm
by obsidian
I like the use of textures to dictate the creation of extra geometry rather than the other way around.
Re: Screenshots
Posted: Sun Dec 26, 2010 9:54 am
by Eraser
Looks great!
Minor detail though, those "level 2" textures are mirrored

Re: Screenshots
Posted: Thu Dec 30, 2010 4:52 pm
by Noruen
Re: Screenshots
Posted: Thu Dec 30, 2010 5:03 pm
by Anthem
Looking really nice, Noruen.
Re: Screenshots
Posted: Fri Dec 31, 2010 7:16 am
by Eraser
Wow nice. Looks a bit Borg like
Re: Screenshots
Posted: Fri Dec 31, 2010 7:32 am
by Kaz
sir_vival wrote:
Just me spamming for some feedback again. . .am I getting any better?
xD
I think it is looking pretty good - I'd make sure that those colored lights are sourced somehow, and I might tone down their saturation values a little. It seems like you're doing fkd-esque detailing by using actual geometry (not hatin' on fkd :P), you might want scale that back a little bit and look into getting the most "bang for your buck" out of texturing, first.
Re: Screenshots
Posted: Sat Jan 08, 2011 5:56 am
by Lunaran
I'm a big fan of corsair's 20b contest entry - a lot of entries seemed to rely on quake3 gameplay being resilent enough to support a too-small and simple map rather than really try and get the most out of twenty brushes, but he's got an entire quality layout there.
style test:
ditching the green and brown sky in that map for partly cloudy blue. was getting sick of looking at it, and Hipshot's already done another sky quite a bit like it anyway.
Re: Screenshots
Posted: Sat Jan 08, 2011 9:03 am
by Kaz
It looks like the edges of your brushes are darkened - is that just on the concrete texture and you've aligned it that way, or are you using decals/alphamod/some other method? It's like reverse ambient occlusion... or something. I'd say this looks much better than the previous shots.

Re: Screenshots
Posted: Sat Jan 08, 2011 10:28 am
by DaEngineer
Kaz wrote:It looks like the edges of your brushes are darkened - is that just on the concrete texture and you've aligned it that way, or are you using decals/alphamod/some other method?
That's the first thing that came to my mind when looking at this too. Even if it's just a style test, it looks already impressive and very realistic in some way.