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Screenshots & Betas
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.

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Terrific 
 
 
yeah looks awesome. Can you give him real teeth, rather than painted on teeth? That's the only bit that I reckon looks like it should be 3d. 
Noooooo 
don't add more polys for the sake of polys 
 
Things like spikes, and I suspect teeth, are susceptible to vertex wandering with animation. It would probably be fine if it wasn't for quakes 8 bit models. 
Agree With Kinn 
re: not agreeing with kona 
 
i would agree with kona except for fifthElement's reminder that it will turn into trash with the low-precision coordinates. 
 
FifthElephant, I meant 
Lol 
Chris Tucker. 
MDL Sucks For Tiny Details. 
Teeth maybe if I get MD3 support... otherwise the dang things jitter and wobble like crazy. The default MDL format just cant handle tiny details. That is why I stuck to using a texture instead. 
This Feels Way Better 
than the quake remodelling project

and for that matter the retexturing project

they both felt really plastic with the implementations at the time... too much bump mapping, overkill on coloured lights.

see:
http://qrp.quakeone.com/screenshots/ 
See. 
That looks like ass.

Skwiffy's shambler does NOT look like ass.

People need to learn from this shit. 
 
Beautiful, amazing job.

Does the skin have to be 256x256 pixels? This one looks bigger. 
Skin Is 256x256 :) 
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha. 
Remodeling Project 
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.

I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.

One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.

I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors. 
Nice? 
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.

About water, I would love to see UT-like water surface. 
 
http://scampie.net/etc/mapshots/ad_e1m1_win1.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win2.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win3.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win4.jpg

MarkV WinQuake shots... map still looks cool :D In fact, without the colored lighting and fog to distract, all the lightstyle animations look much cleaner. 
Neat! 
But that slime is bigger than 64x64, isn't it? That causes some distortion. 
 
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though. 
Shambler Head Gib Progress! 
 
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth? 
 
That's pretty nasty ... :P 
That Good Or Bad? :) 
 
 
Nasty is usually good when it comes to forcefully disconnected monster body parts... 
Color-corrected Alpha Blending 
 
Looks great mankrip :) 
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