OOoooooohhh
#5723 posted by JPL on 2009/06/04 19:18:19
Looks Very Doom3-ish: good !!
#5724 posted by Zwiffle on 2009/06/04 21:03:13
First shot looks good, but I see the cliche "floor panels ripped off the floor" and the walls are really flat - some angles in those walls could really make things pop.
The second shot also looks good, the orange lighting I like especially. Again though, things seem really flat.
Third and fourth shots aren't spectacular. It seems there is a lot of small detail (floor panels being different and so on) but nothing that really catches the eye - I think it lacks the big sweeping details.
Another way of saying it is, if you know art theory, is that there's no place for the eye to rest. It's all tiny panels and stuff, and no central ... thing. Does that make sense?
Otherwise it looks technically good. Is it SP or DM?
Hmm
#5725 posted by nonentity on 2009/06/04 21:45:02
Axial
Cool! Q4!
#5726 posted by pjw on 2009/06/05 04:10:02
Looks pretty solid, but also, what others have said...it's pretty flat and square-ish and sorta samey...
You could probably stand to subdivide those arch curves a bit more--they're maybe a bit blocky.
The first shot is the most interesting to me, so some set dressing and models might help, but...yeah, axial.
Yeah.
#5727 posted by Shambler on 2009/06/05 10:11:00
What PJW said.
#5728 posted by Trinca on 2009/06/05 17:59:01
I want to map but i dont have time and inspiracion :(
#5729 posted by DeathMethod on 2009/06/09 15:45:58
thanks for the feedback, i've made the walls slope as well no so everythings not at a right angle and added a bit more detail. hope to have some new screenshots soon
Wasting Time With Worthless Things
#5730 posted by Spirit on 2009/06/16 18:06:32
Converting the md5 monsters of http://monster-clip.com/maps/castle/castle.htm with http://icculus.org/~riot/doom2dpm.zip for Darkplaces for fun.
Scale of 0.7 might be right. Save the resulting models as .mdl and put them into progs/.
Darkplaces will tell you where to put the textures (I used the _d ones, only leave the name and .tga, eg qvore.tga). Rename the normal and luma(?) maps as usual for DP.
They will float in midair and of course the animations are wrong. But hey, it works.
http://s1.image.gd/o/f8/f8cb6f27c2c0cccedc9e145746c18b4c0b4008bf.jpg
http://s1.image.gd/o/b9/b93f2b3a0bd133a5bbc394d78596ce494e6ddd61.jpg
http://s1.image.gd/o/17/17f82e0dae47d88193351de0a4efa53fdb8e9741.jpg
Forgot Normal Maps
#5731 posted by Spirit on 2009/06/16 18:08:23
That Shambler Looks Like A Skaarj
#5732 posted by nitin on 2009/06/17 03:22:09
Agreed.
#5733 posted by Text_Fish on 2009/06/17 12:30:49
Needs more hair and less shoes.
And the Vore needs diertier teeth and less Disney crab pincers.
And the Scrag needs less symetry.
But I never really liked the Doom3 Quake thing much anyway to be honest. Too shiny.
Yeah Vore Needs Needle Teeth
#5734 posted by meTch on 2009/06/17 19:10:07
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Shambler Looks Dumb
#5735 posted by Drew on 2009/06/18 06:33:21
the vore looks pretty good though, and the scrag looks great, I think.
MC Shambler
#5736 posted by inertia on 2009/06/18 09:21:20
Q3 Doodle ...
#5737 posted by sock on 2009/06/25 18:14:18
#5738 posted by starbuck on 2009/06/25 18:21:23
that looks lovely, really nice substantial ancient look. I don't think the q3 door texture fits in with the theme though, that could be changed. Also, not a big fan of the pentagram lights. Apart from that, pretty stuff, nice work.
#5739 posted by necros on 2009/06/25 18:55:00
agree about the door texture. maybe a wooden one?
i like the windows a lot. the outward slanting is usually connected with high tech stuff like space ships or outposts. having it made out of wood, surrounded by stone is a nice change.
the first shot reminds me of like those big stone meeting halls like for vikings or something, what with the thick wooden beams.
i wouldn't mind seeing a q1sp with this kind of mood either. :P when q3gothic is used in q1, it usually focuses on the more stone/metal aspect of it.
#5740 posted by Zwiffle on 2009/06/25 19:20:36
I agree with necros. Convert that to Q1 and you have yourself a deal.
#5741 posted by gb on 2009/06/25 21:32:30
First shot looks like a Strogg freighter with medieval textures. With the spotlights and the windows, and the central platform running down the room.
Granted, the look out of the window changes that impression.
Spotlights in an otherwise "medievalish" environment gave me the creeps for a long time, but you probably gotta go with what works. I was too dogmatic there. Torches are super limited, and games don't have to be realistic.
Pentagrams are most often really cheesy IMO.
Looks cool.
#5742 posted by - on 2009/06/25 22:38:56
I want to have sex with your windows Simon. :o
Inspiration Sources
#5743 posted by sock on 2009/06/25 22:42:19
I suppose the tech feeling comes from the use of base lights but it was never my intention of just creating tech structures and painting them stone. I did not want to be side tracked with creating textures so I used generic Q3 stuff instead so I could concentrate on the architectural shape instead.
I recently went on holiday to Barcelona and took alot of pictures of Gaudi stuff. I wanted to create something 'off angle' and branching upwards like a tree. (The black 3 prong structure in shot 1 for example) The interiors of his famous church has good examples of this. http://www.simonoc.com/pages/photo/barcelona_church/image_05.htm
The park he also created has awesome examples of sloped angled stuff which I was trying to create an architectural theme from. http://www.simonoc.com/pages/photo/barcelona_park/image_13.htm
Nice Shots Sock....
#5744 posted by metlslime on 2009/06/25 22:59:21
and, unlike everyone else, i approve of the mix of tech elements like the spotlights, doors, and especially the window frames, with a medieval setting. This is quake3, the mashup of themes is core to the game.
That Looks Great
#5745 posted by pjw on 2009/06/26 03:26:06
I also like the windows, and I like the view in shot 3 as well--that sort of background eye-candy is neglected too often (and when it is, and you stop killing long enough to look out the window it's all bleh and boring).
My only suggestion would be to add some sort of divider in between the stone block texture and the black-ish bumpy stuff--it looks odd to me to have the one on the bottom going directly into the other on top. I'd like to see an actual plate/shelf/something in between.
Those Shots Make Me Smile
#5746 posted by ijed on 2009/06/26 14:15:42
Why not map for q1sp? All the 'cool' kids are doing it.
Q1 Mapping
#5747 posted by sock on 2009/06/26 15:53:09
I did Q1 mapping years ago but my PC went up in smoke and I lost all my data. After getting a new PC I never really went back to any of my old stuff, I just moved on to other games. I understand this forum is mostly Q1 centric but I know there are Q3 people that lurk here as well.
PJW, yeah I originally had a gothic trim below the black texture but it started to bother me because of alignment issues so I started creating new trims but stopped, because I wanted to shape doodle more than create assets. In game it is not too bad because the brick pattern above has a defining lower edge but I know what you mean.
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