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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
File size limit is 128MB. |
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Shot 3
#6903 posted by generic on 2010/09/09 13:41:07
How about breaking up that big, bland back-wall with a recessed arch or something?
Thanks
#6904 posted by Zwiffle on 2010/09/09 16:00:48
But I'm not really doing detail atm. Any and all detail at this point is place holder for how I see it turning out in my mind.
But...
#6905 posted by generic on 2010/09/10 02:00:35
I thought Negke was doing all of the detailing ;)
It's Almost Level Design!
#6906 posted by bal on 2010/09/10 11:33:07
More UDK stuff I'm working for the Polycount Beat-Em-Up challenge.
Screenshots :
http://born-robotic.net/stuff/balbeatemup_07.jpg
Video :
http://www.youtube.com/watch?v=FkV9IC8_0Kc&fmt=22
Still lots of work to do on the actual assets and textures...
#6907 posted by Spirit on 2010/09/10 12:23:26
has a super weird feeling due to noisy lighting and low contrast/saturation.
Bal
#6908 posted by starbuck on 2010/09/10 16:59:01
it seems like a shame if all the undoubtedly lovely backgrounds that come from this don't get used in an actual beat-em-up. Have you got any plans with what you'll do with your stuff at the end?
I like it a lot so far. The hand-painted/no-high-frequency detail look always sets my heart a-flutter. You gonna make some sort of samurai badasses to fill this place up?
Yar
#6909 posted by bal on 2010/09/10 17:32:24
Spirit, yeah I'm having lots of trouble getting it right, looks so different on the 2 monitors I work on (work/home).
starbuck, I'm hoping to make some minigame out of it eventually if I find the time, but I'd actually go for something alot less serious than samurai badasses.
The idea rather would be an overworked japanese business man who has to go make an offering to a temple for luck, before an important meeting. He'd fight ninjas and crazy schoolgirls who have decided to get in his way for some reason, and probably a big buddha statue as final boss.
What About.
#6910 posted by Shambler on 2010/09/10 17:54:01
Used schoolgirl underwear??
Hmm
#6911 posted by nonentity on 2010/09/10 19:44:55
Probably wouldn't make for a climatic boss fight sham. Mebe as powerups instead...
Texture Trouble
#6912 posted by Orl on 2010/09/11 00:11:00
I'm pretty sure this is the right board to post this, if it isn't I apologize and will punish myself accordingly.
Now I am no stranger to making Quake textures. I know how they work, I know the color palette, I know they go in .wads, etc. So I know the process of making a new texture and putting it in a map. The problem is actually MAKING the texture. As in, I have absolutely no art skills whatsoever.
I've tried to make what seems to be a simple texture, five times so far, each with a different approach on how I make it, and each time it comes back looking like garbage. I'm not sure what I'm doing wrong. It could be the way I'm going about making it, or I'm not using the right colors, I have no sense of depth, or I just plain suck at texture making.
So I come to you, the humble texture making artists, with a challenge. Do you think you could create a Quake texture, that closely resembles the floor tile in this H.R. giger artwork piece?
http://qrf.mine.nu/~orl/misc/Geiger027.jpg
I understand if it may take a day or two to make it, there is no rush. And in the mean time I will continue to practice making more textures for Quake but for now, whomever would be willing to create that texture, it would be greatly appreciated :)
#6913 posted by Zwiffle on 2010/09/11 00:15:26
Can you post pics of your textures?
#6914 posted by Orl on 2010/09/11 00:28:28
Well, I deleted the other four because I felt they were just too ugly to look at, but I did save the one that I thought might look decent. It didn't really turn out the way I wanted it to, but it was my best effort so far.
Here it is: http://qrf.mine.nu/~orl/misc/oms_gwall01.png
That's Not So Bad
#6915 posted by meTch on 2010/09/11 00:34:13
but if you want to do ones like in that picture you'd be better off putting a lot of tiles into one image and putting those small designs on them (like in the picture) and then decide if it looks like crap. personally i think that tile looks good, accept maybe the rivets need to be a bit bigger and more square with the 'flatten' face.
Good Start
#6916 posted by starbuck on 2010/09/11 01:36:06
meTch is right, you want to do a 4x4 or 8x8 tiled texture, so you can get that line detail in an interesting pattern. Also, you want the light source on floor textures to be shining straight down onto the surface, not off to the side.
Good luck, palletted textures are an absolute whore to get right
#6917 posted by gb on 2010/09/11 12:35:13
From the Giger image, I get the impression that those tiles would be 16x16 in Quake, not 128x128.
That's an awfully low resolution to work with, sadly.
I also get the idea that they're almost white, not brown. That's just how I see the image though.
Make them in 128x128, and then resize to 32x32?
Orl, the bevel on that texture is too thick and sharp IMO
#6919 posted by keres on 2010/09/11 14:34:51
Guess nobody wants a Christmas map pack :\
Then I will keep making my map slowly... and someday far will be made!
Orl
#6920 posted by madfox on 2010/09/11 21:55:33
I did a quick try on skewing the Geiger pix, transformed it to 64x64, added the Q1 pal and imported it into a wad. Here's how it looks.
http://members.home.nl/gimli/giger.jpg
It's just the black/white pix, in Wally you could perfektionise it with some colour. Here's the wad.
http://members.home.nl/gimli/Geiger.wad
Madfox
#6921 posted by Orl on 2010/09/11 23:38:18
That looks pretty good, and its what I'm aiming for. :) Although, would it seem right to rip out a segment of someone else's artwork to be used for a texture? Wouldn't it be more fair to make the texture yourself from scratch?
Does anyone really care about stuff like that, or is everyone more just focused on "use what looks best, whether you made it or not"?
Ha!
#6922 posted by madfox on 2010/09/12 01:57:10
Can you steal the King's pie, without using his receipt?
Of course I do care about stuff like that.
But the same goes up by showing me Gieger's example,
you make me witness to art of someone else.
A little plausible, I spent weeks to skin the bitches boots,
after I realized I could import the skin right ahead.
Doesn't mean a didn't learn anything, I made some proofs of the skin gamma textures and past them with painshop layers over eachother.
Evreyone has his own way to deal with it.
I made some textures myself, but it takes some time to get the texture part right, especially with the Quake pal.
I'm Too Tired...
Kinda posted this in the help thread not the betas thread :p
http://www.filefront.com/17282658/zqftest03s.bsp/
It's a very linear, combat focused map. Also gameplay only. If you like pretty things it will probably make your face explode atm :/
Oh Yea
Needs fitz/darkplaces and quoth :E
Please give feedback and all that jazz.
#6925 posted by anonymous user on 2010/09/12 13:40:29
hi ZealousQuakeFan if is your first map is quite good, need lots of fixes of course...
1� Computer console? didnt't find amy... had to nocliped
2� the stairs don't work :( had to fly or rocket jump!
more feedback when I will try again!
Sounds Like You're Not Running It With Quoth!
I should have stated that better. Uses a lot of Quoth enemies and entities. :)
http://kell.quaddicted.com/
#6927 posted by anonymous user on 2010/09/12 15:09:25
ops guess I miss that.. will try again a record a demo!
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