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Re: wip
Posted: Wed Dec 07, 2011 10:40 pm
by lightmill
Eraser wrote:
Quake 1?
Amazing how well this game can look with some decent textures.
Its q3bsp, but running on Darkplaces engine.
Re: Screenshots
Posted: Thu Dec 08, 2011 3:18 am
by Delirium
That's better then what I've made in Modo cityy ^-^ Looks nice man
Re: Screenshots
Posted: Thu Dec 08, 2011 11:31 am
by nitin77
lightmill,
q1sp?
Re: Screenshots
Posted: Thu Dec 08, 2011 6:45 pm
by skinmaster
hmm fascinating capitane
Re: Screenshots
Posted: Sat Dec 10, 2011 9:20 am
by cityy
WB skinmaster.
Here are some shots of a duel map I started like 2 months ago:
[lvlshot]http://dl.dropbox.com/u/15072710/QL/tempest/shot0020.jpg[/lvlshot]
http://dl.dropbox.com/u/15072710/QL/tem ... ot0019.jpg
http://dl.dropbox.com/u/15072710/QL/tem ... ot0018.jpg
http://dl.dropbox.com/u/15072710/QL/tem ... ot0017.jpg
It's still in alpha state.. neither detail work nor lighting or texturing are done. I haven't really touched it the last few weeks, thinking about how to proceed.
Re: Screenshots
Posted: Sat Dec 10, 2011 1:47 pm
by lightmill
cityy, that looks good and solid already! not sure about pink-teal wall colors combo tho, I would try adding more saturation.
nitin77, for a mod
Re: Screenshots
Posted: Sat Dec 10, 2011 3:48 pm
by seremtan
sock wrote:A collection of photo's from Italy, click the image below for more images.
great pics

especially venice (been there, amazing place)
(small note though: you have this

endorsement at the bottom of the page. is FF3 still the best yet?

Re: Screenshots
Posted: Sat Dec 10, 2011 3:53 pm
by seremtan
Rav3n wrote:A while ago i started working on a map for urban terror called ut4_Siberia. 2 months ago or so i switched to max since the map will be released for the new version of UrT that handles models much better than 4.1.
So after making a bunch of misc models like barrels, containers, lamps and so on i decided it's time to start working on the terrain.
This was made yesterday, the diffuse map is a single 2048 map. For the final terrain build I'll probably try splitting it up into smaller portions and then rendering the diffuse maps and light maps from max.
whoa, dark dark shadows for a snow-covered environment

every surface should be reflecting what little light there is like a mofo, even if it's just star/moon light
Re: Screenshots
Posted: Sun Dec 11, 2011 10:00 pm
by skinmaster
thanx for the wb cityy, i remember you working on those maps you showed us.. nice work man. i'm oping to have this blue base completed in a couple of days.

Re: Screenshots
Posted: Mon Dec 12, 2011 3:08 am
by monaster
Welcome back, skinny!

Re: Screenshots
Posted: Tue Dec 13, 2011 5:09 am
by skinmaster
mr thick @ yours errrrrrr *vice lol ... master skinny lol
Re: Screenshots
Posted: Wed Dec 14, 2011 12:05 pm
by o'dium
These are a work in progress screenshots. No decals, map models or effects are shown at this time, and thus the screen appears quite under detailed. The map will also have a foliage pass on it, so it will be full of ivy, shrubs and the like.
[lvlshot]http://www.team-blur-games.com/odium/mp_beach_1.jpg[/lvlshot]
[lvlshot]http://www.team-blur-games.com/odium/mp_beach_2.jpg[/lvlshot]
[lvlshot]http://www.team-blur-games.com/odium/mp_beach_3.jpg[/lvlshot]
Re: Screenshots
Posted: Wed Dec 14, 2011 12:43 pm
by dghost77
lighning in overdose looks amazing!
Re: Screenshots
Posted: Wed Dec 14, 2011 1:18 pm
by dONKEY
Indeed, wb Skin:)
@o'dium, can I ask, the rounded corners on the walls, are those bevels or does the engine apply the same kind of coding effect the Wolf version of idtech 4 used?
Re: Screenshots
Posted: Wed Dec 14, 2011 1:33 pm
by o'dium
Bevels. We did look into that what Wolf does, but its stumped us because to be fair, you dont want every corner to do it, so when does the engine know where to use it and where not to?

Re: Screenshots
Posted: Wed Dec 14, 2011 1:47 pm
by MKJ
flag on the surface set in the editor?
Re: Screenshots
Posted: Wed Dec 14, 2011 2:05 pm
by o'dium
Possibly, makes sense... But then, which side? And which angle...? If you think about it, even a patch would have 4 different sides, and a brush would have 4x6(24). Thats a lot of variables for a brush.
Then again, if it was only used on a select few places, maybe it would be worth it.
Re: Screenshots
Posted: Wed Dec 14, 2011 4:23 pm
by g0th-
Looking pretty good there cityy, now make some sexy modo rocks to put in your level!
Re: Screenshots
Posted: Thu Dec 15, 2011 11:29 pm
by o'dium
This is a work in progress screenshot. No effects are shown at this time, and the light shaft in this picture is currently drawing behind the decals (Look at the big dark mark in the middle).
[lvlshot]http://www.team-blur-games.com/odium/mp_beach_4.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Dec 16, 2011 12:00 am
by skinmaster
its like simple and complex.. lol the first shot is very bare and simple, shot2 is VERY well detailed.
Re: Screenshots
Posted: Fri Dec 16, 2011 5:30 am
by obsidian
Umm... first shot is from Enemy Territory, second is the remake for Overdose. Two very different generations of technology.
Re: Screenshots
Posted: Fri Dec 16, 2011 8:10 am
by Eraser
o'dium, is Overdose a remake of RTCW or something or are these just showcase screenshots of maps that won't end up in the game?
Re: Screenshots
Posted: Fri Dec 16, 2011 9:51 am
by o'dium
OverDose is a free to play indie title, its not retail or sold, and the maps just a remake. OD isn't a remake of RtCW, it just has a lot of the same ideals in its game models with regards to team play. Its more like a mix of COD4 amd RtCW really.
Re: Screenshots
Posted: Fri Dec 16, 2011 8:34 pm
by EshQuIA
Playing with UDK nowadays, for the last 2 weeks actually. I haven't had experience in Unreal tech before. (except of playing Unreal powered games

) Forget about the brushes, long live the static meshes approach still seems different. Using a builder brush, building geometry, reshaping an existing brush, building again to see what happened also feels different. I would be very slow compared to using Radiant while creating CSG brush only map. I think I'm missing something.
In editor shots. Stone stairs are weird I know.
I added rotating wheels, elevator, objects going up and down, pipes etc into the cage after taking the screenshots. Kismet and Matinee seem handy to come up with quick solutions.
Re: Screenshots
Posted: Sat Dec 17, 2011 12:23 am
by nitin77
Odium,
The hands look too big in those screenshots IMHO.