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				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?  
 
 
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 

 
			
					
				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.  
 
 
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...

 
			
					
				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.
 

 
			
					
				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...

 
that tread looks like the fasteners on a duffel coat
 
just sayin
 
			
					
				Re: Screenshots
				Posted: Wed Oct 30, 2013 8:53 pm
				by obsidian
				
			 
			
					
				Re: Screenshots
				Posted: Wed Oct 30, 2013 10:19 pm
				by seremtan
				nice. useful for parallel parking
			 
			
					
				Re: Screenshots
				Posted: Sun Nov 10, 2013 2:22 am
				by WendyB
				I started on a new skin for Mynx.  
 
 
 
 
I blew up the texture for clarity's sake. The actual resolution I'm painting at is 256x128. The weird stretchy part you see on the flat texture is an unwrapping error that I worked around with 3d painting.
 
			
					
				Re: Screenshots
				Posted: Sun Nov 10, 2013 3:54 am
				by obsidian
				Nice! You could go for the 
Molly Millions kind of look if you add a shiny environment mapped surface to her glasses and give her some nails.

[lvlshot]http://fc03.deviantart.net/fs70/f/2013/227/e/4/molly_millions_by_ewalabak-d6i9b3h.jpg[/lvlshot]
[lvlshot]http://fc03.deviantart.net/fs70/i/2010/087/f/7/Molly_Millions_by_AspectusFuturus.jpg[/lvlshot]
 
			
					
				Re: Screenshots
				Posted: Sun Nov 10, 2013 8:53 am
				by WendyB
				Thanks for the reference! I haven't quite decided yet what to do with the costume design, so I will have to experiment for a bit.
			 
			
					
				Re: Screenshots
				Posted: Tue Nov 12, 2013 10:17 am
				by Pext
				looks like a matrix ripoff...
			 
			
					
				Re: Screenshots
				Posted: Tue Nov 12, 2013 10:33 am
				by Eraser
				Exactly the other way around. She first appeared in a story published in 1981. So there you go.
			 
			
					
				Re: Screenshots
				Posted: Tue Nov 12, 2013 6:36 pm
				by Theftbot
				Dolly Parton's evil nemesis
			 
			
					
				Re: Screenshots
				Posted: Wed Nov 13, 2013 1:49 pm
				by Pext
				Eraser wrote:So there you go.
... 
 
 
 
			
					
				Re: Screenshots
				Posted: Thu Nov 14, 2013 11:09 pm
				by sst13
				Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...
 
Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.
Edit: View of the other side. Entrance of the Base - no exploding crate yet. 
 
