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Re: Screenshots

Posted: Fri Sep 16, 2011 12:08 pm
by Eraser
Why is your 3d view camera's background hot pink? Mine's black... :shrug:

Re: Screenshots

Posted: Fri Sep 16, 2011 12:11 pm
by Hipshot
That's for me to know and you to find out! =)

But really, it's a good and simple way to easy define what's outside and inside of the level, if you use dark or black textures.

Re: Screenshots

Posted: Fri Sep 16, 2011 2:41 pm
by obsidian
He wanted it to match the colour of his lacy bits. :)

Re: Screenshots

Posted: Fri Sep 16, 2011 4:32 pm
by ^Ghost
still an early beta, not properly lit, most of the details arent filled in (as you'll see the streets are too clean)

[lvlshot]http://img689.imageshack.us/img689/8813/shot0038z.jpg[/lvlshot]
[lvlshot]http://img525.imageshack.us/img525/8745/shot0039l.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Sep 16, 2011 4:33 pm
by Theftbot
BTW how do you change the camera background color?

Re: Screenshots

Posted: Fri Sep 16, 2011 4:43 pm
by cityy
misc/colors/camera background @ tb

Ohh, I recognize that brick texture ^Ghost. hehe

Re: Screenshots

Posted: Fri Sep 16, 2011 11:18 pm
by Fjoggs
Getting close to a beta release, just need to fix the minecraftrocks (pic 1 and 2) and add lights. Still ambientlit. :)
Thanks for all the comments so far. Appreciate it! :D

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Re: Screenshots

Posted: Sun Sep 18, 2011 8:11 am
by wattro
totally nitpicky, fjoggs, and your map looks great, but in the third shot, those 'beams' with the alien texture look a little weird where they meet the trim

Re: Screenshots

Posted: Mon Sep 26, 2011 11:40 am
by Eraser
WIP screenshot of my EntityPlus map:
Image

Don't trip those lasers!

Re: Screenshots

Posted: Mon Sep 26, 2011 1:35 pm
by deqer
Eraser wrote:WIP screenshot of my EntityPlus map:
Don't trip those lasers!
awww man, that's cool. I don't have those in mine.

Trip down q2 memory lane. : )

Re: Screenshots

Posted: Tue Sep 27, 2011 2:05 am
by EmeraldTiger
Looks neat Eraser, I like that minimalist tech look. Do those lasers kill you on contact or are they security lasers which activate alarms, etc.?

Re: Screenshots

Posted: Tue Sep 27, 2011 6:16 am
by Eraser
They trigger an alarm which will spawn bots and a turret appears which starts shooting rockets at you. You have to kill all the bots to stop the alarm. The turret can be destroyed as well by shooting at it.

Re: Screenshots

Posted: Wed Sep 28, 2011 4:45 pm
by o'dium
So, I finally decided to learn MudBox. Had a little spare time, so started messing around in it. This is my first ever completed piece from MudBox, i.e. High poly sculpt, low poly re-topo, D/N/S and taken ingame... Be gentle...

And no, this isn't that movie I promised. Thats still on hold until I get a new build, so just... Wait a tickle.

578 Polygons
1024x512 Diffuse/Normal/Specular

[lvlshot]http://www.team-blur-games.com/odium/odm_rocks.jpg[/lvlshot]

http://www.youtube.com/watch?v=knyWpHazaTo&hd=1

Re: Screenshots

Posted: Wed Sep 28, 2011 7:10 pm
by phantasmagoria
The texture's nice but I have to say that's the most bizarre looking rock formation i've ever seen. Did you use a reference? think a little more about how such a collection of stone would exist, rock architecture usually exists in strata compositions or at least has fairly uniform striations. Yours seems to be like a vertical pile of pebbles which by happy coincidence all lock together perfectly in a pattern which simply wouldn't exist in nature. It actually looks like part of a dry stone wall.

I've not used mudbox tho, are you familiar at all with zbrush? i'm trying to get into digital sculpting but it's tough to motivate oneself into doing it for any large periods of time without being distracted, especially after a day's graft.

edit: explanatory images for what i'm trying to say...
this is kind of a similar shape to what you've made and could be a suitable game asset, but see how it's got fairly uniform lines which travel in a similar direction and it's not really made of a group of seperate rocks but pretty much of one weathered down big rock:
[lvlshot]http://www.deviantart.com/download/54946492/Rock_Formation_1_by_GreenEyezz_stock.jpg[/lvlshot]

whereas if you're going for a pile of individual rocks it's gonna look more like this which is a lot lot flatter:
[lvlshot]http://www.mccullagh.org/db9/1ds-13/mount-whitney-rock-formation.jpg[/lvlshot]

i've not done any 3D modelling in 3D max or for games for years but similar principals apply that your animations and textures are only as good as the form of the object they're applied to and similarly form is absolute key when sculpting. sorry if i sound like an arse, i'm just offering some pointers, i've actually sculpted quite a lot of rock :paranoid:

Re: Screenshots

Posted: Wed Sep 28, 2011 7:47 pm
by o'dium
Its more like a stylised rock formation than anything that would exist in real life. I didn't use a ref, I just winged it really lol!

Re: Screenshots

Posted: Wed Sep 28, 2011 10:12 pm
by Theftbot
Ive seen rocks like o'diums in underground caves, usually around alot of water>

Re: Screenshots

Posted: Fri Sep 30, 2011 9:40 am
by Delirium
A Carnival styled map I'm working on for Urban Terror :>

Image
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Re: Screenshots

Posted: Fri Sep 30, 2011 9:49 am
by fKd
l4d much?

Re: Screenshots

Posted: Fri Sep 30, 2011 10:04 am
by Delirium
Same theme and space i guess, was based of it. layout and gameplay are different for sure

Re: Screenshots

Posted: Fri Sep 30, 2011 6:59 pm
by EmeraldTiger
Looks pretty nice Delirium. I like how you went with an original location (theme park) rather than just another urban gang street-fight place or a Middle-Eastern terrorist-infested town.

Re: Screenshots

Posted: Sat Oct 01, 2011 6:20 am
by .:Z:.
http://www.quake3world.com/forum/viewto ... t=#p838421

some new screenshot of zen-ctf :
ImageImageImageImageImageImageImageImageImageImageImageImageImage

added details in the corridors, fog, windows, corridors on the 3rd floor, light added and removed the ambient light...

suggestion and comment are welcome ! :)

Re: Screenshots

Posted: Sat Oct 01, 2011 7:06 am
by Theftbot
Hrm warsowlike.

Re: Screenshots

Posted: Mon Oct 03, 2011 7:27 pm
by o'dium
Its getting cloooooserrrrr...

[lvlshot]http://www.team-blur-games.com/odium/overdose_october_promo.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Oct 03, 2011 7:40 pm
by deqer
did some research on overdose, and I must say that i'm looking forward to it. i support any game--and only games--that run on an engine from id software. the quake engine is so solid. john carmack is pixel perfect; or should i say "binary perfect?"

what you've done with the q2 engine here is great. these gfx are beautiful--especially the bloom effects. personally i don't quite care about the latest graphics. i care about how solid the engine is, and great physics/gameplay. good design/usability--of course--matters most, so im looking forward to a great UI as well.

good modelling, and terrain there. although im more of a classic retro boxy guy myself. i like exact grid-like, cubic, layouts, if you know what i mean. but terrain can be good too, perhaps if clipped nicely--to a boxy effect--maybe.

also, make sure your character models don't walk around like their is a stick up their ass, then i'm okay. have their legs bend, or have a semi-crouch posture 100% of the time where legs are bent (squatting) to no more than 90 degrees or something. heh, sounds like im thinking counterstrike'ish here.

your comments about "coming soon" is nice to read. hopefully it will be done before xmas holidays.

Re: Screenshots

Posted: Mon Oct 03, 2011 7:47 pm
by o'dium
You can see some of the older aniamtion videos for player models on the ModDB site: http://www.moddb.com/games/overdose That should give you a better idea of things.

As for everything else, if theres one thing we are hell bent on its the game being configurable in as many ways as we can possibly allow. We actually put the time in to making every effect/feature etc have multiple levels of detail. So rather than just mess with picmip, we actually create NEW effects/features for lower quality paths, so that it looks as good as possible even when running on old hardware.