Page 28 of 295

Posted: Tue Sep 13, 2005 5:33 pm
by reptile
urgrund777 wrote:reptile - try to start more simple, flesh out a very basic shape that 'feels' right for a foot, instead of immediately adding lots of edgeloops before the shape is even correct, it will save you many headaches :)
I know what you mean, but subdivision's tut's aren't that detail.
Try to make it point after point and read this from the shots.:)
Subdivision's site is a great tutorial.
Btw...nice stuff guys.
Edit:I have to show up some nice screen's from the silent hill mod we are making.

Image

Image

Image
The flashlight in game:
Image
Image
I hope the shots are working, we are still looking for one or two mappers and coders.
(german language required is a big +).

Posted: Tue Sep 13, 2005 9:25 pm
by dzjepp
Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)

Posted: Wed Sep 14, 2005 3:18 pm
by bork[e]
ctrlnuke wrote:It looks good Borke, but I think it'd look even better if that railgun walk way looked more organic. (ie: not such sharp edges and same angles).
Lenard wrote:Seconded.
hmm, I see what your saying after looking at it for a bit. This kind of stuff doesn't "jump out" at me like it does most of you. :( Will see what I can do about it before the next release. :icon14:

Posted: Wed Sep 14, 2005 6:07 pm
by reptile
dzjepp wrote:Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)
Why replay man? I don't know there is already out a pc version.
But with D³ Engine you can make much more.Especially the effects in game are cool enough.
I'm not sure what you mean with the gfx, can you explain that a bit?
Yes there is a guy who makes also a remake but he is doing this alone don't have a link to that right now but I will look.
Well, it wont take that long time until a alpha version is out, I hope.
Now we got two more modellers, only 1 or 2 mappers are missing and some coders for the opengl shit.:)

Posted: Wed Sep 14, 2005 10:50 pm
by Fjoggs
After 8 weeks without an internet connection, i finally fixed it today. Was too lazy, and it nice to finally relax. :p

Worked a bit on a 'dunno', lame radiant-shots ahead:

Image
Image
Image

Posted: Wed Sep 14, 2005 11:16 pm
by Foo
Looks a bit like it could shape into 'CTF-Magma', the UT level.

Posted: Thu Sep 15, 2005 2:59 am
by bork[e]
Like it, looks nice. :icon14:

Posted: Thu Sep 15, 2005 4:50 am
by blood.angel
dzjepp wrote:Gaaaah! reptile! I'm just about to replay SH1 on pc. Do you know of a mod that enhances the gfx (I think I've heard of the name SH Extended before), or how long your mod will take to finish?

Looks awesome so far. :)
The PC version of SH1 is simply the original PS iso with epsxe wrapper specially for it.
True.

Posted: Thu Sep 15, 2005 6:42 am
by Lenard
God Silent hill 4 was awesome. So wierd. I never beat it though because I got bored on the rooftop level. It was just so satisfying to see such an original and wierd game. I loved going back to the apartment and finding something new in the real world. I don't know much of the story though because I didn't get too far...

Posted: Thu Sep 15, 2005 5:19 pm
by Plan B
Looks great, fjoggs.

Look forward to seeing that properly lit.

What modeller did you use?

Very nice caves!!

Posted: Thu Sep 15, 2005 5:52 pm
by skinNCNmaster
wow those look fantastic! Hey i finally got this thing hooked back up to the net for a period.. Heres a couple of pics of things ive roughed out recently..

Image
Image
Image

Posted: Thu Sep 15, 2005 6:20 pm
by Plan B
Holy spikey floater, obsidian!

A bit reminiscent of Cardigan's 'Scorpion'-map (proper name eludes me), if you don't mind me immediately having to associate it with something else :)

Posted: Thu Sep 15, 2005 10:44 pm
by ScrotcH
Be nice to see that organic stuff with some lighting on it fjoggs.

Since my hard drive died a few weeks back and I lost my other WIP, I decided to try something I havent done before and do a lil bit of realism work. My first attempt, about 6 hours in so far. Depending on how many movie geeks are on the forum you might recognize the building.

[lvlshot]http://www.planetquake.com/bkp/scrotch/gb1_day.jpg[/lvlshot]

Posted: Thu Sep 15, 2005 11:01 pm
by TR!N!X
is it ghostbusters? :P

Posted: Fri Sep 16, 2005 9:15 am
by Lenard
It looks like alot of buildings but you've peeked my interest...

Posted: Fri Sep 16, 2005 10:25 am
by UniKorn
First thing that popped in my head was ghostbusters as well.

Posted: Fri Sep 16, 2005 1:18 pm
by Fjoggs
Plan B wrote:Looks great, fjoggs.

Look forward to seeing that properly lit.

What modeller did you use?
GtkRadiant 1.5 :p

They'r all patches, I cant model. :(

Posted: Fri Sep 16, 2005 1:39 pm
by 4days
ScrotcH wrote:Depending on how many movie geeks are on the forum you might recognize the building.
godamit, now i've got the theme tune stuck in my head.

that screenie looks good though :)

Posted: Fri Sep 16, 2005 3:40 pm
by o'dium
UniKorn wrote:First thing that popped in my head was ghostbusters as well.
Its the big door and the sign lol :p

Posted: Fri Sep 16, 2005 6:41 pm
by Plan B
Fjoggs wrote:GtkRadiant 1.5 :p

They'r all patches, I cant model. :(

Hehe, me either.

Or, more precisley, I can't be arsed with the whole UWV-unwrapping thing;

I can make models just fine in 3DsMax, and I'd be happy to just texture the polies in camera view in there, ala any map editor, but this isn't possible, AFAIK (and I'd be more than happy if someone could prove me wrong on this).

Then again, because terrain usually is made out of amorphic blobs, which do not require that kind of precise texture mapping, I think you could just apply some generic 'per-poly' texture map?

Posted: Sat Sep 17, 2005 12:20 pm
by reptile
Wow..that's some hot stuf inside.
I didn't really play Sh but I can see that you might have more inspiration on making a game remake or game if you never had played anything before this becuase you don't know it.

I show you here some screens of the few maps we are mmaking now.:)

Image

Image

Image

http://img309.imageshack.us/img309/4061 ... 7vg.th.gif

Image
Btw...how are ya doing all anyway?

Posted: Sat Sep 17, 2005 11:37 pm
by Neotic
[lvlshot]http://www.planetquake.com/bkp/neotic/gnr4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/gnr6.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/gnr7.jpg[/lvlshot]

Posted: Sun Sep 18, 2005 4:30 am
by Anwulf
Interesting, Neotic. Looks like that site somewhere in the Middle East. Petra, I think it is. In Jordan.

Posted: Sun Sep 18, 2005 4:59 am
by urgrund777
here's a work in progress Orc.
This character is going to act like a front row forward in a violent fantasy sports game (think 'Speedball meets UE3 graphics') that we're currently developing a prototype for.

The character weighs in at around 3900tris and contains about 1.4million polys of source art.

These are just some test poses... the skin weighting is still very sloppy at the moment (nothing done on the fingers yet... so the hands are all the same :p )

I call this test 'The Dispute' - perhaps there was some misunderstanding on the field and the orcs lost the match... now some heated argument has started :icon25:

[lvlshot]http://206.169.164.229/webstrike/matt/orc13.jpg[/lvlshot]

[lvlshot]http://206.169.164.229/webstrike/matt/orc14.jpg[/lvlshot]
Same shot minus the normalmap

[lvlshot]http://206.169.164.229/webstrike/matt/orc18.jpg[/lvlshot]
deformable GI pass (SH/PRT)


I kinda miss the days of mapping for Q3 - where the time it takes to make a 1024x1024 shader (dif, spec, normal) you coulda had 48 Q3 256's :\ Takes so frikin' long to get the ball rolling with art content now!

Posted: Sun Sep 18, 2005 11:03 am
by reptile
Did you try zbrush?
You can add much more detail to your model also might be good for terrain work I didn't try it now for terrain.

Image

Now he has some Textures.:)