 Scrutinizer
#7816 posted by madfox on 2011/09/10 19:18:24
I used another way to brighten the screenshots.
Something like bright/100% contrast/78%.
Small size makes moir�, but normal screen tends well.
Normally I use gamma 150%, but then it flattens all grey.
I tried for once to keep my polys on grid. (and get of course) Pipes have the bad condukt to screw the textures.
It's actuallt green water, I don't know why the glow is that intensive. Places where I use the +fall texture with func_illusion get dark in compare.
The break in my heart is a big hom in the bottum of the map. I tried so long to get rid of it that it is stopping my mapping progress.
Bits of the curved pipes look off grid to me btw :E
#7818 posted by [Kona] on 2011/09/11 00:44:11
I like your attention to lighting madfox. Keep it up :)
 Wip L4d2 Map
#7819 posted by DaZ on 2011/09/14 05:09:46
I'm working on a new survival map and thought I'd get some feedback before I go nuts and map everything out.
https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd
1st photo is the reference shot, I decided to go for a night-time setting however as it suits the game a bit more. Anything stand out as being particularly shit? Let me know!
 Daz
#7820 posted by PuLSaR on 2011/09/14 08:26:55
looks pretty good so far. are those stairs on the screenshot 007 made of displacements?
 Yep
#7821 posted by DaZ on 2011/09/14 16:53:25
I tried it with standard brushes but wasn't getting the detail I wanted, god I love displacements!
 Dude
#7822 posted by necros on 2011/09/14 19:07:59
that looks great so far! don't forget to keep posting shots!
 Looking At The Reference More..
#7823 posted by necros on 2011/09/14 19:10:46
i think it would look better with the heavy fog but daylight setting... dunno, it would bring out more of the winding path brushwork with more light or something.
dunno if that makes any sense.
 I'll Give It A Shot
#7824 posted by DaZ on 2011/09/14 20:10:43
made some more of the map now it'll be easier to get an idea of how it will look. I'll post some test shots when I find some more time to work on it.
 Made Time :P
#7825 posted by DaZ on 2011/09/14 21:01:56
quick skybox, lighting and fog change to test daylight, could still use some tweaks i think, the ambient light is still too low so a lot of the map is still in shadow :P
https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd
#7826 posted by necros on 2011/09/14 21:22:02
a little hard to tell how good it will look atm since the skybox is kind of sticking out like a sore thumb right now. :P
but yeah, basically what i was talking about... giving it a silent hill look (the film anyway).
 Daz
#7827 posted by PuLSaR on 2011/09/14 23:34:02
i'd use a little more blue-ish fog. but that looks good also.
 Beta
#7828 posted by mechtech on 2011/09/16 16:09:12
1st area of my map. PAK file for Quoth. Has textures, models and sounds. Mostly other peoples work modified for Quake 1. Used Hammer 3.4. RMF,map,fgd and wad files included. Breaks Quake limits, use Fitzquake 0.85. Will have startup errors.
Stuck with free file hosting again (quaketastic has 50meg limit) hope it works.
http://www.adrive.com/public/428df7891c86944abf461eb6a161b98ac82e1d0e688ea47a1cc6287df5b8517e.html
Why put the Quoth pack in? It's not like people will not check you said requires quoth and then fire it up in iD1
Oh wait...
Fish and Chips on my shoulder
 Dazsurv2_ref.jpg
#7830 posted by Mike Woodham on 2011/09/16 21:39:24
Nice
 Screenshots!
#7831 posted by Fjoggs on 2011/09/17 01:05:55
Heyo, been awhile since I've posted anything here! Anywho, started working on a 1on1 map that's nearing beta.
I haven't lit it properly yet, it's all ambientlit. Rocks needs to be changed too. :)
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-7.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-8.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-9.jpg
#7832 posted by necros on 2011/09/17 01:32:35
i like it. the yellow point lights go well with the skybox. good attention to detail re: trim and texture alignment.
 Oooh
#7833 posted by DaZ on 2011/09/17 02:58:38
that is nice! I like all the little bevels and extrusions. Skybox looks psychedelic (in a good way).
What textures are those? They are really nice.
 Castles N Shit
#7834 posted by DaZ on 2011/09/17 03:12:24
http://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd (go to page 2)
Any improvements I can make to the castle structure to make it look more authentic? I've messed with a few things but they didn't really work. It looks a bit bare imo and I'm not sure what I can add to fix that, maybe its just the texture I'm using... hmmz
Is the lighting of it a bit ott? A lot of castles I've visited have those huge floodlights that light up the walls in that way when it goes dark, I really like the look of it and that's what I'm trying to emulate here.
#7835 posted by necros on 2011/09/17 04:03:07
*squinting*
i think i can see something...
seriously, it seems nice, but the shots are tiny, man. :P
i like that like none of the walls are straight and they all meander back and forth like in the ref. makes it look very natural.
maybe 2 or 3 larger shots though so i can see more details?
 Um :)
#7836 posted by DaZ on 2011/09/17 04:20:27
There is a "fullscreen" button below each picture in the gallery view :)
 DaZ Is A Pro
#7837 posted by RickyT33 on 2011/09/17 04:40:45
Pro level designer.
He knows what he's talking about.
Must admit the shots do look sexy. You should make a maya-themed Q1SP ;)
 Daz
#7838 posted by [Kona] on 2011/09/17 07:11:27
The thing I noticed most in your path compared to the real life photo you worked from was that the real one was much more broken and rugged. Your path was a perfectly smooth path. Same with the castle, it's like it's just been built, but castles are rougher. Add some broken and crumbling bits to it.
But otherwise I'm loving the atmosphere of it.
#7839 posted by Trinca on 2011/09/17 12:08:19
Already making one Ricky :p
 Cool Stuff, Mech
#7840 posted by roblot on 2011/09/17 16:02:12
"Ogres floating in outerspace is a good thing".
-Martha Stewart
A few more shadows would help with the textures in some areas (too evenly lit).Lot a good ideas though. And I couldn't use r_oldwater 0 in my autoexec.cfg, the game would crash.
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