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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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Oh... 
... Maybe a lower res works better for everyone...
http://shub-hub.quaddicted.com/files/images/the_silent_ogresketch_lo.jpg 
I Think 
i looks pretty cool actually 
I Like It 
Fits the style well, I always thought cell-shading would look good in Quake if done properly (even though everyone probably hates the idea). Getting blood spraying across walls and dismembered limbs in a cartoon style would be pretty cool.

I tried it for Q2, the Lazarus mod along with the Ratamahatta model (for enemies) for a mini-mod. Ended up with quite a few maps but Q2 couldn't compile them, even with Dewan's compilers. Got BSP but no light.

Maybe one day in the more robust Quake engine. I can probably import the geometry from .map, assuming I've got the source backed up somewhere. 
Preach Silence... 
Maybe there are too many polys in the ogre's head or maybe it is too round but somehow it looks a little like Charlie Brown to me o_O

The Silent's pics are actually very nice. I like the way the ogre's mouth looks like his lips got torn off. The little guy in the lower left corner is perfect, to me, proportion-wise.

You guys should collaborate ^_~ 
Silent 
dude, that looks great! :o
the face looks esp. awesome. very expressive! 
You Know... 
you should try to draw that in some orthographic views (front, side, back) and stuff.. that'd make a kick ass model, even if it wasn't in quake and just a high poly thing. 
Silent: 
very nice. I see you went with the "elephant toes" thing that I tried originally with my picture... except I think you did a better job of it. The tunic he's wearing is well-drawn, but seems to soft a fabric for someone like him to wear.

Someone should collect all the good quake artwork that people have made.... like that rocketlauncher guy drawn by the well-known concept artist.... and the furry shambler in the room with the wallpaper and bloody floor... and put it all in one place. 
An Old Story To Illustrate? 
We can always blame those three herberts...

Anybody could have done it, Somebody should have done it, but you can bet your boots that Nobody will end up doing it ;) 
Some Artworks 
They are pretty much sorted by creator on my harddisk and I excluded a lot of renders of cg models. Many of them come from a search for quake art at deviantart.com months ago. Consider it a temporary folder please.
http://www.quaddicted.com/art/
If someone feels like making a good page for Quake art, please do! 
Cool... 
Aw, Boys... 
..you make me blush!!!!
neg!ke:
u r a mapping genius, thanks for the kind words and all your awzam levels.

ijed :
first of all I have to apologize for the lack of feedback on Warp Spasm, I did not forget, it's only been 2 terrible months, I cover my head in horse poop and bow down before ya. Glad you liked my sketch, the cel shading was not intentional, just the quickest technique to pull off while the boss was not looking, but I think it turned out pretty good...

Generic:
to tell the truth, the proportions of the lil' ogrey are simply drawn on top of a screenshot, then beefed up and rounded a bit, so proportions are id's really... Damn, I was so tempted not to confess...
But, you're right, lenghtening the arms and shortening the toes give more hulking figures. Thanks for appreciation.

Necros:
the same as for neg!ke. Thanks for countless hours of unforgettable quake! I would love to be able to try my hand at skinning some model, but, really, I don't have a clue where to begin... I cannot count the times I installed Gtkradiant, QUark, Worldcraft, built my firt room, put in a monster and that was it. Once I even found a program to make quake skins but never tried... I think this is a good time to start. Thanks!

meltslime:
Thanks for the compliment's on Ogrey's tiny feet! I can't find your picture, tho'... is it an earlier post? The dress, well, u r right, I thought about it as a leather apron, but came out a lil' too soft(leather do bend anyway, maybe in a stiffer fashion which is pretty hard to render).

Spirit:
did you really had to post all that good stuff during my wharolian quarter of an hour? Some of them are amazing!

Few impressions I have(and always had) of ogres ingame to wrap things up:
The mouth is a gaping maw, I did not sketch it exactly as I "feel" it ingame, to me it has no teeth, just loose skin as if the jaw was taken out of it, and drools like hell... Maybe teeth could be inside the mouth, very tiny, like piranhas(?)

The expression when idle, or after having killed you, should be almost sad, but not fully understanding things, as a demented child that has just ripped apart grandma...

The weapons, well, I'm surprised nobody pointed that out (I drew them very bad), but to me(and even id hinted this in the manual) they are inserted into flesh a la Q2, the ogre has no hands, but a chainsaw and a grenade launcher wired to his central nervous system.

Well, I guees it's time to call it a night, thanks again to everyone for your appreciation and, if anybody ever need some kind of collaboration on a quake related project, I'd be happy to lend my pencil!
Goodnight! 
Late To The Ball 
That middle sketch are pretty sweet. It would look good on a TShirt at Quakecon. Visual style there reminds me of Ronin http://en.wikipedia.org/wiki/Ronin_(comic) (a GoodThing). 
Depends On The Definition Of 'are' 
Ha! 
The Silent: 
Metl 
That kind of looks like what I'd imagine an ogre to look like if it were to make an appearance on Sesame Street. 
Wow, What A Pedicure 
who does his toesies? I would have gone with midnight blue but Navajo red is realy cool too.

Zwif -- SS must have really changed since I was a kid. Thunderbolt fried Big Bird chicken, anyone? 
 
damn you all with such awesome art skills. 
New Q1 Fun-map Coming Soon ! 
Hello, i'm creating a map, my first map as mapper. The map is called dspdm1 and is compiled for make greats ffa combats.

More info in few days.

Thnx @ all ! 
Dspdm1, New Map For Qw 
My first map for qw is release today. Please, test it for if exist any problem not detected for me. And if someone can upload it in some qw server, please, contact with me at deadlygm@gmail.com or /query DeadLy_sp on Qnet.

Regards !!!!

-INFO-

Images on:
http://allyoucanupload.webshots.com/v/2000238195357660235

Download map from:
http://www.slackers.dk/paradoks/quake/dspdm1.zip 
cant see those screens.

congratulations, though! 
Reply To Inerto 
Well, a bit dark but the images are loaded :p 
More Blushing... 
Headthump:
I guess this is the biggest compliment I ever received for a drawing! I'm a total comic geek and a supahdupah Frank Miller fiend, so big thanks on your impression!

Metlslime:
I had noticed your pictures as one of the closest to my idea of Ogre, just did not notice it was yours. Darn good job, your materic treatment of the apron is spot on! But, what do you say, shouldn't weapons be bioorganically (in a steampunk sense) implanted?

Nakasuhito:
Drawing board, pencil, gallons of coffee and no eraser!

Thanks again for all benevolent feedback, guys, I'm heading back to Photoshop and Indesign! Catch you later.. 
Playing With Wally 
I've always considered it a decent program for creating dirty maps to use in other aps, a Quake texture conversion tool and as a wad organizer but I never realy thought the drawing tools had much to offer. After seeing Orl's efforts, I decided to give it a try as a basic drawing instrument. Here is a pic of several steps in the creation of a texture, from fucking around and creating a tile design to an idea for a demon head I've spent the previous two and a half hours working on.

http://mortisville.quakedev.com/demonheadsteps.jpg

I found that it is possible to fake a dodge and burn in Wally, though it is not an easy process given the fixed nature of the light/dark. The demon here is a pretty nasty piece of work. I took the texture about as far as Wally will go with the bottom image.

So I loaded that one up in Gimp, cleaned up the head and made it symetrical, applied a cyndrical gradiant layer to the head area, and this is the result:

http://mortisville.quakedev.com/demon17.jpg

I placed it back in Wally for a reskinning with the Quake pallette.

http://mortisville.quakedev.com/demonhead20.jpg

This image is pretty much ready for use though the higher rez version is still a work in progress. If anyone somehow has an affinity for this little mounted demon head feel free to use it, touch it up, or whatever. There are also some lossless pcx and tga versions of these pics on the site as well. 
Impressive... 
...does that mean you'll be skinning those awesome brushes you've been pushing around with a custom set of texz?







Please :) 
Yeap 
There will be a Quake version of the brushes and textures, and later a stand alone with high rez and higher poly counts most likely using DP, though I'd like to point out the Blender Game Engine is looking mighty impressive these days.

I took the Mortisville test map, imported it and subdivided the map and smoothed it, and it ran smoothly without grayflash inside of a game executable. A bit of a mystery as there is no native partition system in Blender but then it likely uses very fast Opengl routines and subdivision is itself a means of occlusion.

Anyway, I'm rambling, thanks! 
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