#5766 posted by
necros on 2009/07/04 02:33:37
evocative brushwork. :)
2 and 3 are my favourites.
Marvelous
#5767 posted by
madfox on 2009/07/04 02:34:03
these shots make me feel an ansolute beginner!
#5768 posted by
madfox on 2009/07/04 02:35:59
antsolute maybe, I mean absolute.
Ow
#5771 posted by
ijed on 2009/07/04 06:07:30
Email me about RemakeQuake.
#5772 posted by
Trinca on 2009/07/04 08:22:35
sock just four words
YOU HAVE TALENT BITCH!
outstanding dude!
Just 4 Words
Can't view the screenshots. :(
Just 4 Words
#5774 posted by
JPL on 2009/07/04 09:37:30
The shots are very nice !!!
Go map !
Thanks
#5775 posted by
sock on 2009/07/04 12:15:32
Shot 1 is cool for me because the corridor leading into the room is angled and feels like its leaning over. It makes me want to tilt my head to the side.
Shot 2-3 is the lower area of the room with big blocks and solid supports, split levelled with a lower section curving round like a little gully.
Shot 4 is the birds nest with windows all around and a tree silhouette top window design. Building materials get lighter as they progress upwards to make it feel more structural.
JPL, The weather is too hot and I can't sleep at night at the moment, hence the doodle / mapping thing.
Mr.Fribbles, not sure why, I checked and my site and it is working ok.
Looks Cool, Yeah
#5776 posted by
negke on 2009/07/04 18:46:50
The wood/stone combo (and the corresponding architecture), or at least the way it's used here, adds a whole new thematic dimension to Q3. Well, I'm sure there've been similarily themed maps before, but I haven't seen them, so kudos to you for this approach.
Very Nice
Working for me now - and looking very sweet! :)
#5778 posted by
JneeraZ on 2009/07/04 20:05:15
#4 is awesome, man! Love the look of that area.
#5779 posted by
necros on 2009/07/04 21:33:10
Building materials get lighter as they progress upwards to make it feel more structural.
this is something i never really think about when mapping. thanks, i think i'll see about trying to incorporate this kind of attention to detail.
Haha!
#5783 posted by
DaZ on 2009/07/10 13:48:44
thats great. I have some photos of that machine, its epic! =)
Hmm
#5784 posted by
nonentity on 2009/07/10 18:43:13
Heh, I remember that thing...
Cogs Are Turning In My Head
#5785 posted by
sock on 2009/07/11 13:06:29
Hmm
#5786 posted by
nonentity on 2009/07/11 13:50:28
I'm assuming that's a static mesh, making those teeth out of brushes would be madness...
#5787 posted by
JneeraZ on 2009/07/11 14:00:05
Killer! Cogs are the new crates. And I LOVE it.
Yay Cogs!
#5788 posted by
Spirit on 2009/07/11 14:37:35
I don't really like the texture on the cogs. It looks very grainy and blurred. Maybe something with less structure (or higher resolution) would look better. Also since they are functioning, I'd make the parts where the teeth touch a different, slightly less rusty texture.
Cog Madness
#5789 posted by
sock on 2009/07/11 19:12:48
The cogs are created from brushwork and on the grid as well ;) Here is the source file if you want to check them out or used in Q1 projects.
http://www.simonoc.com/files/misc/cogs_source.zip
Spirit, yeah the texture is not too good but I did not want to get too distracted with texture choices.