Grunt
#1049 posted by . on 2004/05/23 12:44:44
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:
http://quake.phait-accompli.com/crap/grunt/g1.jpg
.
#1050 posted by necros on 2004/05/23 13:02:37
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.
not bad for a first skin!
Thanks
#1051 posted by . on 2004/05/23 13:28:14
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly.
It Looks Good
#1052 posted by starbuck on 2004/05/23 17:07:57
(don't give up!)
Just Checked The General Abuse Thread
#1053 posted by starbuck on 2004/05/23 17:09:58
looks like you didn't, congrats :)
#1054 posted by . on 2004/05/23 17:23:28
Thanks :)
Unreal Engine 3 Monsters
#1055 posted by nitin on 2004/05/24 04:46:42
Nice...
#1056 posted by Shambler on 2004/05/24 05:35:46
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.
I love a good monstery monster =)
Ooh, U3 Monsters
#1057 posted by starbuck on 2004/05/24 06:35:57
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.
The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough.
Err
#1058 posted by R.P.G. on 2004/05/24 09:09:30
Unreal 2 was developed by Legend, not Epic.
Also noteworthy is that Legend has been closed down by Atari.
But Conversely...
#1059 posted by Shambler on 2004/05/24 09:16:31
I genuinely couldn't see the people who made Wheel Of Time (and the Unreal mission pack) putting their feet wrong or making some sort of bloody obvious mistake. Yet somehow...
Politics, I'm sure of it...
O_O
#1060 posted by Kinn on 2004/05/24 09:40:46
So, are these actual designs for Unreal 3 or are they just for the engine demo?
I'm Learning Stuff
#1061 posted by starbuck on 2004/05/24 09:54:50
I really didn't register that Unreal 3 is being developed by Epic. Surely that's something to get very excited about? A true sequel to the original Unreal. As long as there isn't any bloody politics :)
Hi
#1062 posted by dakza on 2004/05/24 23:24:04
Im just getting into mapping.
check out my screenshots!
www.dakza.envy.nu
ZSP2 Early Screens @ Pipeline
#1063 posted by Zwiffle on 2004/05/25 00:09:33
Groovy Pics Zwif
#1064 posted by HeadThump on 2004/05/25 00:35:58
What texture sets did you use. I believe I saw some from Armagon and Metlslime's.
#1065 posted by Zwiffle on 2004/05/25 00:39:57
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there.
Dakza
#1066 posted by Vondur on 2004/05/25 01:23:14
hey, it looks good, go complete it! :)
Dakza
#1067 posted by R.P.G. on 2004/05/25 01:28:34
It looks like you have a good start there on the architecture. The lighting in some of the shots (especially the third) seems a little flat and uninteresting, IMO. It looks like adding a little more contrast and throwing in a few alternate lighting styles or sources might help it out.
Good work, though. Is this your first Quake map?
Oops
#1068 posted by R.P.G. on 2004/05/25 01:29:21
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO.
0:02
#1069 posted by Shambler on 2004/05/25 04:26:34
Dazka - looking promising there for the early stages of a map. Interesting take on Egyptian textures and nice to see that style done at night. Some interesting looking architecture e.g. in the first shot. Need to work on architectural consistency and more dramatic lighting, though.
Zwiffle - looking good there, a strong style and good build quality it seems, and not too dark for a change!! Personally it's not really my style, I'm not so keen on that brown used in a smaller scale (I think it works better for big designs), but the green pipes liven it up.
Thx Guys
#1070 posted by dakza on 2004/05/25 23:15:23
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
Thx Guys
#1071 posted by dakza on 2004/05/25 23:15:40
Thanks for the advice guys.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know.
Zsp2
personally, i prefer the trim textures to be more of a contrast to the main texture, just an idea.
WIP Q3DM
I am using speedys EXCELLENT andromeda textures for this:
http://chop.ond.se/dethscreens/dethmetch.html
Please come with some suggestions. btw the ghosts around the map are cpma indicators for spawnpoints
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