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  3. Quakis

Posts by Quakis

  • WIP in WIP, post your level screenshots!

    • Quakis
    • September 4, 2006 at 12:16 PM

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • Quakis
    • September 4, 2006 at 10:49 AM

    City Terror 2 Short Video - Click

    Video was made by the project leader. Really short but shows a few nice things. Graphics might be made more detailed but we'll see. Im covering the graphics/modelling area.

    On the right are also two Survival TC gameplay videos. Another Duke3D projects you guys might be interested in. I have nothing to do with it though.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • August 24, 2006 at 5:58 PM
    Quote from killertomato

    I see alot of dutch things in you maps, like ''Woonvorm voor Ouderen'' and ''BLOKKER''. So, do those maps represent dutch places or summin? Looks good though, for duke3d. Also, you have NO ammo!

    The main mapper and author of the mod is dutch so...

    Quote

    Holy shit, best looking Duke 3D screenshot ever!

    What about these? Survial TC @ Abandoned Workshops Spotlight / WGRealms 2 @ Abandoned Workshops Spotlight

  • WIP in WIP, post your level screenshots!

    • Quakis
    • August 24, 2006 at 4:41 PM
    Quote from Minotauro

    Holy shit Did they fix those gay perspective issues btw ? It was rather annoying in duke 3d when you looked up and everything was distorted.

    It feels more 3D now so I guess so. But you still can't fully look up or down like in other games. (render issues, might be fixed sometime in Eduke32. Note; Jonof Port and Eduke32 are basically the same, except the latter is more advanced for modding)

  • WIP in WIP, post your level screenshots!

    • Quakis
    • August 24, 2006 at 3:05 PM

    Trying out the street light model I made (might tone the blue down a notch) in City Terror 2 (Duke3D Mod) I'm helping out with graphics and models and anything else I can help with. Many models by Blackrayne in there too, and Hipshots fantastic skybox too.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/quakis1.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/quakis2.jpg]

  • The random model thread!

    • Quakis
    • August 23, 2006 at 8:23 PM

    Original Sprite is from TekWar, which is also used in City Terror / City Terror 2 modifaction (for Duke3D) by Highwire a.k.a Rob Wijkstra that I'm helping out with, modelling wise. You can view the progress here if you like; City Terror 2 @ Alejandro's Mapping Centre

    [Blocked Image: http://img183.imageshack.us/img183/4109/highwirelightfive04sg2.jpg]

  • The random model thread!

    • Quakis
    • August 20, 2006 at 5:35 PM

    Should have mentioned this, but when I planar map the top I get the exact middle effect. When I zoom out I have a larger "line" so it's almost impossible to do anything; (Should I continue this problem in the 3D Modelling section?)

    Edit; Oh damn, scratch that. I decided to messed with the line and relised the resize tool in the UV window, when right clicked can stretch it left and right. Then if I stretch it enough my sword shape appears, just needs rotated. However, there should be another way around it without having to do this?

  • The random model thread!

    • Quakis
    • August 20, 2006 at 4:27 PM

    I did two models for someone elses Duke3D mod, based on the sprites. Here they both are, nothing too special though; Dog Sign / Larger Sign

    I just finished the basic shape of a sword and I wish to texture it. However, I've tried everything I can in XSI Mod Tool UV window to get a good shape to work with when I texture it. However, it always displays screwed up and theres no way I can possibly texture it like that. I don't know what else I can do. The image next to it is the several different UV attempts. Any ideas? And yes before you ask, I have tried selecting polies bit by bit and doing it that way, but nothing.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Bleach_sword.jpg][Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Bleach_sword_UVWProb.jpg]

  • The random model thread!

    • Quakis
    • August 18, 2006 at 9:00 PM

    The underneath. :wink:

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/underneath.jpg]

  • Your first Level Editor

    • Quakis
    • August 18, 2006 at 3:17 PM

    Build, for Duke3D.

  • The random model thread!

    • Quakis
    • August 17, 2006 at 2:36 PM

    Yeah true, but I wanted one this shape. Although I might change the top someday and use the log table top idea for a more rounded version. I fixed up the texture slightly and it looks better ingame now but Im still not very happy with the edge. Next to it is a wine barrel I did before it but I never showed it because it had a very bad texture. Now its fixed; 144 triangles. I know these may not be very interesting models but someone might give me a suggestion on how to improve the textures. I find the table's legs to be a little wierd to be honest. =/

    [Blocked Image: http://img143.imageshack.us/img143/1179/models001zz3.jpg]

  • The random model thread!

    • Quakis
    • August 17, 2006 at 1:39 AM

    Yet another low poly model. A wooden table, 96 triangles. The textures also needs work, I need to tweak the contrast, brightness and colour tone. Then make the edge of the table less blurred (scale for the wood there is bad) It looks fine in XSI but once I try it out ingame it looks washed out.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Table_001.jpg]

  • hammer to max?!?

    • Quakis
    • August 16, 2006 at 11:16 PM

    Hessi is too quick for me...

  • WIP in WIP, post your level screenshots!

    • Quakis
    • August 11, 2006 at 4:44 PM

    Very moody, and I love the fog. Great stuff, captures the atmospher pefectly. My only complain is the bottom left corner of the second shit. The transition between the stone and grass is very sharp. Unless ofcourse you were already going to fix that then, nevermind.

  • The random model thread!

    • Quakis
    • August 11, 2006 at 9:06 AM

    Default level editor texture

  • The random model thread!

    • Quakis
    • August 11, 2006 at 2:41 AM

    I always thought it was skin... ah nevermind then. And no, it's not for DoD, its for a Duke3D project of mine.

  • The random model thread!

    • Quakis
    • August 11, 2006 at 1:32 AM

    Some good stuff there tomdon, great work!

    Another basic, low poly model from me. 40 triangles. Still got a little more tweaking to do on the skin.

    Edit; Ingame shot shows it better.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Signpost_002.jpg]

  • WIP in WIP, post your level screenshots!

    • Quakis
    • August 5, 2006 at 1:26 AM

    Some dark area in the tunnel would also look nice.

  • Team Fortress 2 still alive :o

    • Quakis
    • July 20, 2006 at 9:14 AM

    Hah the teaser is great. I love the style! Can't wait to get my hands on Episode Two now.

  • The random model thread!

    • Quakis
    • July 19, 2006 at 11:28 PM

    I decided to try again at something different. This is either a stool, or those really small bar tables... or something. Maybe the pole in the middle is too think but I think this is tons better than my first. I'm mainly posting this to get any suggestions how I can improve on my skins on later creations...or anything else that could help.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Stool.jpg]

    UV Map / Wireframe

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