Very Cool
#9307 posted by ijed on 2013/04/25 21:58:19
That copper use reminds me of Aderlass - which is a good thing :)
Than.
#9308 posted by Shambler on 2013/04/25 21:58:42
Nice one, looks to do it justice, lush lighting in the 2nd n 3rd shots.
Looks Good
#9309 posted by Cocerello on 2013/04/25 22:14:44
You got me hooked. DM6 it's my favourite DM map and i can only see it in the third sc, which i suppose you took from the place the RA is. I'm still figuring which part are the other 2.
Last Shot
Looks ace! I love the light fixtures!
Those Giant Nut And Bolts
#9311 posted by - on 2013/04/26 02:17:45
:O
@than
#9312 posted by sock on 2013/04/26 13:40:11
Image 1: I love the window design (diagonal bars) around the central arena, reminds me of E3M6 which is one of my favourite levels for architectural style. The ceiling looks like a blob of brown, maybe add some colour (grey/green) to the circular panel/trims?
Image 2: Got some lovely strong architectural lines going on with the bolt supports on the ceiling but the colours feel wrong. The ceiling is just full on brown and it would be interesting to extend the grey brick upwards to break the hard line separating the two sections of the room.
Image 3: Looks like a good combat area with multiple floor heights and I love the style of the steps with the brown/green combo. This is certainly the best image for lighting, very dramatic.
Looking at the pics again I think they only thing I would say negatively (and who am I to say bad things about other peoples maps?) is that the lighting is a little flat in the first and second image.
I think if the lighting has a lot of good contrast between light and dark then it doesn't matter terribly what textures you use. I've seen very well lit single texture maps that take a dump all over anything I've ever done. ;)
Sorry Than
#9314 posted by necros on 2013/04/26 14:44:26
just not that excited with those shots. i find the texture use is very bland. :(
the third shot in particular would benefit from some better hightlights, like the bright orange bricks for example (the 'city_*' small bricks).
brushwork is very nice though and no complaints about that. i like the metal details.
Thanks
#9315 posted by than on 2013/04/26 16:49:51
for comments and criticism guys. I will try and improve the lighting a bit more and tweak the colours.
The textures are mostly selected because they are similar to those used in dm6, but I think dm6 has slightly brighter lighting, harder shadows and a more obvious yellow ceiling colour, so maybe I should try bringing some of that out?
#9316 posted by sock on 2013/04/26 18:54:16
The textures are mostly selected because they are similar to those used in dm6 ... I also added a lot of extra areas and although the original layout is still there underneath, you would barely know it
If you have added a load of new areas I am sure you can add some nice new textures as well! :P My comments are about the brown you are using, lovely brown detail next to more brown detail = brown blob!
I Have Always Hated
#9317 posted by nitin on 2013/04/27 01:37:47
dm6 texture theme so wouldnt bat an eyelid if you did a complete overhaul :)
Don't Do It
#9318 posted by Drew on 2013/04/27 01:46:32
Ignore that Than.
U-Haul used the same theme and it looks great.
re lighting- I assume the shots were brightened, like all your screenshots, so as to avoid "too dark" comments.
Haha
#9319 posted by Drew on 2013/04/27 01:46:50
U-Bend
#9320 posted by necros on 2013/04/27 02:13:21
Yeah, I guess it depends if using different textures will move farther away from DM6 than you would like.
The original map is pretty boring though from a texture point of view, so I wouldn't hold to strongly to it.
Than
#9321 posted by Tronyn on 2013/04/27 07:16:31
what I really like about the style you're remaking the maps in, is that it seems more "base," whereas negke's remakes of the same areas seem more... "industrial"? Basically his are 19thc and yours are 20thc or even futuristic. You always kick ass with angles, texturing, and lighting, and these shots just continue to confirm that ability!
Drew
#9322 posted by than on 2013/04/27 13:34:47
the shots are not brightened actually. I'm using quite a lot of ambient light (not worldspawn minlight) in order to simulate bounced light.
Anyway, I will work on the gameplay now and tweak textures and lighting once it is fun.
Also, I did try the red brick texture Necros suggested, but it didn't look good. Maybe on the main walls rather than the inset lit sections would look decent? I could give that a shot I guess.
More Playing With Models
#9323 posted by mechtech on 2013/04/28 18:56:17
Helicopter from the Duke3d Hirez pack.
Used Noesis, Gmax and QME. Quoth mod.
Gmax to apply skin ---> Noesis to scale skin, remove fullbrights and convert to .mdl---> QME to scale model.
Hirez skin using Fitz V. Used the original skin in the hirez pack just converted .png to .tga and it worked!
http://www.quaketastic.com/upload/files/screen_shots/chhirez.jpg
Standard 480x480 skin Fitz .85
http://www.quaketastic.com/upload/files/screen_shots/chstdrez.jpg
and not working on finishing a map
Skin Sizes
#9324 posted by Preach on 2013/04/28 19:36:30
Remember that it's best to create skins which are power-of-2 sizes, and 480 is not a power of 2. You'd be better off making it 512x512 or 256x256.
I Agree
#9325 posted by mechtech on 2013/04/28 22:00:32
480x480 is the limit for Fitz if i remember correctly.
Not Limits
#9326 posted by Preach on 2013/04/28 22:16:14
I don't know if that's the case, but if when you have a skin which isn't a power of 2, then it gets stretched in older engines, and wastes texture memory in fitzquake. So 480x480 shouldn't ever be used.
#9327 posted by necros on 2013/04/29 03:07:14
hmmm i think that limit is only for the vertical size. i have had skin widths of 2048. (when i was merging models together in qme)
Vertical
#9328 posted by mechtech on 2013/04/29 04:36:29
480 is the max(tested). Too bad it's not 512
Than
#9329 posted by Drew on 2013/04/29 06:03:52
My opinion is probably subordinate to Necros' but I don't like the idea of the red bricks making an appearance- the blue and yellow bricks, with the brown copperworks, seems to provide enough colour and variation I think. I guess I would agree that breaking up some of the simpler, plain brick walls might be an improvement, but generally I think the relatively simple (as opposed to simplistic) style works well in the shots.
I Agree
with Drew here... red brick would be really out of place in a DM6 remix, I attribute terracotta to the Gloom Keep style.
What About This
#9331 posted by mfx on 2013/04/30 03:36:54
1 2
its that E3M1rmx i�ve been working on for like ages now.
Slapmap�s fake GI is the bollocks atm.
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