@Eraser, yep still Q3 but heavily modified with 4x density textures, large amount of ASE models and external lightmaps.
@EmeraldTiger, the wait will be over soon. I plan to release all the textures next week.
@cityy, I have another project I need to finish first before any Q3 SP experimentation.
@Noruen, lightmapscale 0.0625, samples 6 and 1024 external lightmaps.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Just put this together the last hour or so, was a fun little project. Was supposed to be like the Quake 2 Strogg Guards, but ended up looking way more like Quake 3's Visor:
I like the first Visor one the most. The stretching over his right eye is nice on the last one too. A criticism would be that I don't think there's enough (or any) bruising or colour depth around the stapled lines so it looks a bit cartoony. It's gruesome but you should research proper irl grafts and also just normal generic flesh colours and tones and how veins flow under them to influence colour: get some purples in there. I imagine photoshop layers are awesomely powerful and easy for this kind of thing. Or if it's more scar tissue look at how that builds up and goes pink and puckered, epsecially round the stitches, for such a slap dash fix they must have used a shitload of antibiotics and kept the staples incredibly clean for them to have healed that well . You could put some tearing and have some ooze seepage between the staples in there too to show it's under tension and that it's raw underneath.
Also: stop being a pussy and practise ears
Last edited by phantasmagoria on Mon Mar 12, 2012 11:02 pm, edited 1 time in total.
he doesn't know how to give an eta. when you ask, instead of him admitting he doesn't know how to give an eta, he rather just ignores you, like you're some dog or something. quite rude.
O'dium - it looks more like leather ball or mask. Skin does not behave like this. I don't know how realistic you want to be but now you are far far away from reality. The largest drif in my opinion are missing eyes. Blind soldier? It's playing for the effect... obsolete.
OverDose is in playable alpha now. It will be in what you call "playable" soon enough. Also, "OverDose currently has a planned release date of December, 2012 on Steam."
So you're saying that my mutants, things that are clearly not human like in a lot of ways, are wrong, because they don't have eyes...? I mean, what...?
Lets be serious for a second. If this was a fully fleshed out character, with a backstory and character arc in the game, you know, somebody that mattered and had a presence in the game... Then yes, having no eyes is a serious issue, and we would need to think something up there or hell, just avoid it.
But the fact remains... This is an extra selectable head that you don't have to pick, in a multiplayer title.
A HEAD.
Now, if you SERIOUSLY have an issue with this logic, I suggest you don't play Quake 3 Arena, Ever. Because oh my gosh, characters there have no eyes...? And as an aside, don't play any single player horror themed games, because, shockingly, some of those designs include such nasties as scratched off faces, or hell, no faces at all in some cases.
But no, you're right. Its totally game breaking that these FREE extras I'm making for everybody that are not some form of paid DLC are actually pushing the mutated, mutilated and horror themed aspect of the game. Sorry about that.
Of course, if you feel you can make three heads in three days (an hour or so each) then by all means, step up to the mark and show me the error of my ways. I would be more than glad for the help.
Or, you can just bitch on an internet gaming forum that a computer game based in a world when everybody is mutated doesn't look "realistic" enough.
Yes this kind of "mutants" are "with us" for many years in horrors, Quake etc. That's why I said it's obsolete. Why you can't accept it, acting like na adult person? I just came with my point of view, but you want it to look this way, ok, I accept it, you may accept it and everything is good. And this shitload of "good reasons" is not necessary.
o'dium wrote:OverDose is in playable alpha now. It will be in what you call "playable" soon enough. Also, "OverDose currently has a planned release date of December, 2012 on Steam."
Have to admit odium, you do have a bit of a penchant for brushing criticisms/views (often well-founded or at least well thought out ones) aside as if they are worthless. True or not, it merely makes you come off as a bit of a cock on a high-horse.
A bit of a grace goes a long way, even if you'd rather tell the person to eat a bucket of shit and never comment on your work again.
I like the faces, they look fine. The patch-work one is my least favourite, but if you truly did each of these in an hour, then whatever, they are quite good. My problem with the patchy one is the skin looks more like material you might make clothes out of and less like skin, but I suspect that is more of a texture/skinning (get it? ha ha ha) problem than a model one. I like the dude with the giant nail stickin' out, though. Cool to finally have a release date as well... been itchin' to try this thing out for quite a while now!
I have to agree with mrd. While you may not agree with Nouren's advice, that doesn't mean you should try sending him "lmgtfy" links and arguing against him. If you disagree with him, politely state your reasons for pursuing a certain style, and take the advice to heart. Your work is definitely fantastic and professional - but you need to accept criticism whenever it comes by. (After all, that's what helps people improve)
The faces themselves are fine though, I do agree that adding splashes of purple or w/e at the bloody parts would make it slightly more realistic (because of the presence of oxygenated and deoxygenated blood in the body) while still keeping the "mutated" look. Quite excellent for one-hour jobs.
noruen wasn't saying the head having no eyes was a problem, he was saying it's been done before.
but i agree with odium, they're just extra heads... who cares
btw, the feedback is good, but you all need to lighten up sometimes... it is just the internet, but there's always (usually!) a human being on the other side. you never know when you might be the tipping point of someone else's bad day, so take things with some salt (everyone)
Final screenshots of my industrial scene ...
[lvlshot]http://www.simonoc.com/images/design/concept/indust_f01hd.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/concept/indust_f02hd.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/concept/indust_f03hd.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/concept/indust_f04hd.jpg[/lvlshot]
This is an architectural concept showing a bridge crane perched over an industrial mine shaft surrounded by a large factory environment. This concept was inspired by a Russian Aluminum Processing Plant which had an awesome communist scale, where everything felt larger than life and over-sized elements were favoured over small and fragile mechanics.
The bridge crane idea came from watching a documentary about CERN and how they transported parts of the large hadron collider down a mine shaft. I looked at various photo's of bridge cranes and eventually mashed all of them together in my head and produced this rough concept.
If you are interested I do have some more screenshots (more angles of the room) and will post them on my website later today. I have no plans to release this map, it is just a concept, but I will release all the textures at some point.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]