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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
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Just A Little Texture Experiment.
#12490 posted by ptoing on 2015/08/13 04:30:55
Works pretty well for like 15 minutes of work. Leaves could be added with fences maybe. And different coloured version (more brown) would be very feasable for barrier structures.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/bambootest.png
Just Spooged A Little
#12491 posted by Tron on 2015/08/18 02:34:48
Fucking hell mfx that's some fine brushwork in this shot: http://i.imgur.com/fQ3VK3f.jpg
Looks like if Studio Ghibli did Quake
Heya
#12492 posted by mfx on 2015/08/18 03:00:06
thx. Go map!
Cradle To The Grave Map
#12493 posted by Ruin on 2015/08/25 06:18:55
Hi. First time user. I'd like some feedback on a level I'm currently working on. It's a remake of the first level of Monolith's original game, Blood. I've added a few if my own touches to the concept to make it look more like a modern work.
Please watch this YouTube video to see a complete run through of the map.
http://youtu.be/wqaZqz-MM6g
I'd love to hear any criticism and suggestions.
Thanks!
Ruin
Interesting!
#12494 posted by Shambler on 2015/08/25 11:44:48
Very promising.
Outside bits look good. Rocks could do with some more rounding off.
Inside bits boxy and a bit cramped.
Textures are consistent but look a bit like arse.
I'd say, keep the design and layout, upscale the inside rooms a bit, add some more interesting quake-like designs and details to them, and go for a more subtle texture set.
Small Progress On Textures
#12495 posted by ptoing on 2015/08/25 15:18:09
This is just a quick test I made, which I think works pretty well.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile_test.png
Basically it still is only 8 different blocks from the source 128x128, but they are distributed around the 512x512 so there is a less obvious tiling grid.
Older for comparison:
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png
Also this version is already somewhat dirtied up with tints and the like, so ideally I would do the tiling pass on the cleaner version, and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions?
Ruin
as a fan of blood I really like the look of your version of the map. :)
Ptoing
texture is very well done... though I think if you want the texture to be used alongside or fit in with the current set of textures then it needs colours from different parts of the palette. When you look at even some of the most simple textures in quake it's very rare they stick to the same colour row.
#12498 posted by ptoing on 2015/08/25 16:27:50
Atm this one uses colours from 4 rows I think, but they are all brownish, apart from the little grey bits I got in there. That kinda stuff will be what I will do later on when I got a really good base to work from and sorted out some other colour variants first. Little bits of green, blue, whatever works nicely.
Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that. So mappers can just use my set if they want, but it should work OK with the original Quake stuff nonetheless.
Also when it comes to all the wads that are floating around out there, from the Dooms, Heretics, Hexens, stuff like Kingpin and what have you. All of those are kinda different styles and people still mix them together (more or less successfully)
So with that in mind I will just mainly focus on making a selfsustained set where people will not generally think "Oh, I need this one texture from the original Quake here."
Ruin
#12499 posted by Mike Woodham on 2015/08/25 18:12:16
Everything on the right track, but get rid of that 'kin' horse that's following you!
#12500 posted by ptoing on 2015/08/25 18:36:23
Just the Quake marine wearing his step dancing shoes.
Looks Good Ptoing
#12501 posted by killpixel on 2015/08/25 19:22:19
Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that.
If that's the case just keep doing what you're doing. In comparison to Quakes textures though, Quakes are considerably more noisy and generally don't have as many colors per texture as yours do.
Maybe play around with adding a bit of noise for some texture that will register close up in game (try 1% uniform monochromatic before indexing). If you do that, you many not want to dither at all during indexing, or at least very little, depends on the look you're going for. Are you using Photoshop?
...and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions?
Good. I opted to go for larger textures for textures that will often occupy large spaces. Go for unique as possible as much as you can in this case. Typically, I'll make the entire thing unique or make half the grid seams then copy-paste, flip and rotate bits and pieces till I fill up the whole texture. after that its just a mater of drawing in the bricks and tweaking.
I cheat a lot, however, on basic pattern based textures. For instance, I made a brick seam template, which I can manipulate with masking layers and layer styles. This lays over the base 'brick' image. Then of course, detail passes, which take the most amount of time.
Anyway, your texture looks very good. I posted my first textures here a little over a year ago and they looked like ass. Nice work!
Thanks KillPixel :)
#12502 posted by ptoing on 2015/08/25 20:18:12
Some Quake textures are more noisy, some less. In general there will be a bit more colour variation in tiny amounts. As far as colours goes, this has 27. There are plenty in Quake which have way more.
I use Cosmigo Promotion, which is for indexed work. Like a more powerful version of DeluxePaint and the like. I do have Photoshop as well, but I probably wont be using it that much for these textures, apart from maybe some groundwork. I like to have 100% control as to which colours become which when I repalettise and I wanted to practise indexed texture work a bit more anyway, so this is a good excuse.
Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :)
#12503 posted by killpixel on 2015/08/25 20:26:58
Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :)
I bet, no wonder your textures look good. I look forward to seeing more!
Thanks
#12504 posted by ptoing on 2015/08/25 20:30:39
It will probably be a while until I have some more time for this stuff. Pretty busy with working on a game we just released a while ago on Steam early access, as well as a freelance gig I need to finish. If I had the time and money to just do this right now I would, but alas.
What Game?
#12505 posted by killpixel on 2015/08/25 20:33:42
I saw one that looks similar to SLAIN that just hit early access.
Bombernauts
#12506 posted by ptoing on 2015/08/25 20:36:14
http://store.steampowered.com/app/246920/
If you like really chaotic multiplayer fun that is more aimed towards party than competition you will probably enjoy it. We also seriously need more players. Going a bit slow right now, though I am confident it will pick up over time and when it gets more exposure.
Awesome
#12507 posted by killpixel on 2015/08/25 20:39:51
Makes me want to plug in a N64 controller. Looks cool, I hope it goes well for you guys.
Thanks
#12508 posted by ptoing on 2015/08/25 20:44:05
Ruin
#12509 posted by ijed on 2015/08/27 20:35:59
Quake is a fast game, as Shambler says, what you've got there is a bit crampt for how quickly the player can get about, meaning that they're going to trip over the geometry quite a lot as it is now.
For the aesthetics, try and make the textures match the geometry they're placed on a bit more, that can help a lot to lead you to new ideas for the layout and deco itself.
Also (and take this as you will) don't use Darkplaces. It might sound purist, but if you can't make it look good in Quakespasm no amount of real time shadows, bump maps or particle fx will save it.
But yeah, it looks good - keep going and good luck!
#12510 posted by Amran on 2015/08/28 03:02:23
Not as much Quake related, but more something that bears similarity to Quake. The level is mostly done in Ogier, but TrenchBroom also came in handy for speeding up the process of creating cliffs and rock formations. For anyone curious, the game is Enclave.
http://www.ogier-editor.com/files_ogier/Forum_Northern_01full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_02full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_03full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_04full.jpg
Fucking Shit!
#12511 posted by Drew on 2015/08/28 05:16:44
Quake conversion please!!'
Nice!
#12512 posted by mfx on 2015/08/28 05:57:31
Wow
#12513 posted by Tronyn on 2015/08/28 08:22:08
looks very pretty/atmospheric, makes me want to get enclave, makes me fondly recall when I had time to play games, and also makes me want to play lots of coop rpg/action games / quake maps at christmas. win.
Enclave Is Fun!
#12514 posted by generic on 2015/08/28 14:03:29
And perfectly consumable in bite-size chunks :)
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