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Re: Screenshots

Posted: Tue Aug 27, 2013 9:17 pm
by fKd
Looks cool man, i think its the yellow lighting which gives it the q2 feel.

Re: Screenshots

Posted: Wed Aug 28, 2013 10:32 am
by nitin77
its definitely the lighting that gives the q2 feel. I'd say go for more of a monchromatic lighting look if you want to emulate q1.

Re: Screenshots

Posted: Thu Aug 29, 2013 7:34 am
by Eraser
It's a combination of the lighting, the heavy-built geometry, the light textures themselves and the trapezoid shaped doorways. Those are all typical Quake 2 things.

Re: Screenshots

Posted: Sat Aug 31, 2013 12:46 pm
by akm
I'm loving the look of that Q1 style map sst13 :)
Brings back the memories, thankyou :)

Re: Screenshots

Posted: Mon Sep 02, 2013 8:45 pm
by Infernis
Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

Image

Image

Big versions:

5
6

Re: Screenshots

Posted: Tue Sep 10, 2013 8:17 am
by Infernis
Image

Re: Screenshots

Posted: Tue Sep 10, 2013 4:25 pm
by obsidian
I'm digging the extra colour palette. Nice dab of blue.

Re: Screenshots

Posted: Tue Sep 10, 2013 4:28 pm
by obsidian
You got the nails.

Image

Image

Image

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.

Re: Screenshots

Posted: Tue Sep 10, 2013 5:58 pm
by phantazm11
obsidian wrote:You got the nails.

(Cool images)

I'm trying a bit of hard surface modelling and learning to do subD. Still terribly inefficient, 3ds Max's quadrify and turbosmooth generates 900,000 polys for this model.
Two words: Support loops. Make friends with the Swiftloop tool (in the graphite modeling tools fly out) and you will have much more control with a ton less polygons.

Nice model btw.

Re: Screenshots

Posted: Sat Sep 14, 2013 2:43 pm
by Martinus
Quake 3 companion cube (by me).:
Image

Cute. isn't it? :)

Re: Screenshots

Posted: Sat Sep 14, 2013 4:55 pm
by Plan B
Cute, for sure.
But does it serve any purpose?

Re: Screenshots

Posted: Sat Sep 14, 2013 6:43 pm
by Martinus
yyyyyep, it will.

Re: Screenshots

Posted: Mon Sep 16, 2013 12:38 am
by goldenboy
[lvlshot]http://spawnhost.files.wordpress.com/2013/09/fte00177.jpg[/lvlshot]

Bunch of ASE assets in a testmap. I'm exporting from Blender, the biggest mesh I've put in the game is 2,500 polies.

Has anyone ever noticed that the ASE exporter doesn't like random polies and distorts the texture on them until you flip the edge inside that quad? :ducky:

Also, has anyone had ASE models lightmapped by q3map2 *despite* not setting spawnflag 4? I couldn't get it vertex lit until I put another model using the same texture in the level :eek:

Re: Screenshots

Posted: Mon Sep 16, 2013 4:49 am
by Theftbot
What blender ver. you using?

Re: Screenshots

Posted: Mon Sep 16, 2013 6:43 am
by goldenboy
Theftbot wrote:What blender ver. you using?
2.68a.

Re: Screenshots

Posted: Mon Sep 16, 2013 7:33 am
by Theftbot
HRM im still using 2.49's exporter!

Re: Screenshots

Posted: Tue Sep 24, 2013 1:48 am
by Bacon
Perfect Dark -> Blender -> OBJ -> OBJ2MAP

Complete with inefficient and unnecessary extra brushwork

[lvlshot]http://img.bacon.ms/radiant34.jpg[/lvlshot]

Re: Screenshots

Posted: Tue Sep 24, 2013 9:39 am
by D-Meat
getting your OBJ to an ASE or an MD3 would make things cleaner in radiant :) But I don't know if you'll have to build a collision mesh after that or not ...

Nice job :)

Re: Screenshots

Posted: Wed Sep 25, 2013 10:50 pm
by Bacon
I just tried it and yeah, you need to build clip brushes everywhere manually. :mad:

I'm content with this way now anyways.

Re: Screenshots

Posted: Sat Oct 26, 2013 2:46 pm
by D-Meat
I don't know what I'm doing...

Image

Re: Screenshots

Posted: Sun Oct 27, 2013 12:21 am
by obsidian
Looking at the preview pic, I thought it was a baby stroller with knobbly wheels. Whatever kind of vehicle it is, it looks cool. I recommend adding a few details so that you can imagine some sense of scale. Maybe some kind of hatch, ladder or other details that would suggest a person's size relative to the vehicle. The turret could use a little work too, take a look at some reference photos of tank barrels, they aren't basic cylinders like that. It's a good start though, I like the crazy skinny stilts and massive wheels - gives it an almost surreal cartoon like feel.

Re: Screenshots

Posted: Sun Oct 27, 2013 12:30 am
by D-Meat
I allready added more details and started working on materials :) I also prepared an environment that I'll use in the final shot :)

Re: Screenshots

Posted: Tue Oct 29, 2013 11:24 pm
by Infernis
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.

Image

Image

Re: Screenshots

Posted: Wed Oct 30, 2013 7:36 am
by D-Meat
cool :)
I would try to add a "transition" piece where the pipes enter the rock, and making the cliff more irregular would make it more interresting (maybe higher one side or one corner ?). Also adding some rust leaks with some decals or having some blending with a second rock texture would make it look more natural :)

Re: Screenshots

Posted: Wed Oct 30, 2013 6:29 pm
by seremtan
D-Meat wrote:I don't know what I'm doing...

Image
that tread looks like the fasteners on a duffel coat

Image

just sayin