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Posts by Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 2, 2007 at 11:33 PM

    Thanks for the comments guys. I fixed the CGTextures.com typo. What I meant by next-gen is that it's not painted and pixilated, but rather tweaked off photo. Maybe without steps for bump, spec and height I should remove next-gen word.

    Fixed intro:

    http://www.methodonline.com/texture_tutorial.htm

    PhilipK: Can you change "Texture Creation" to "Texture Creation From Reference" in the sticky?

    Any suggestion on what else you guys would like to see? Again, I'm no pro at this, it's just few people asked for the tutorial.

    Btw I'm using Photoshop CS3.

    -Method

  • Tutorial - Texture Creation From Reference

    • Method
    • June 2, 2007 at 7:58 AM

    Some people on this board asked me to make a tutorial, going over how I created textures for this map:

    http://www.methodonline.com/temp/meth_test.htm

    You can find the tutorial here:

    http://www.methodonline.com/texture_tutorial.htm

    Feedback is welcome.

    -Method

  • totally random texture thread

    • Method
    • June 2, 2007 at 5:04 AM

    Thanks guys. Gonna start on the tutorial tomorrow.

    Edit: I actually wrote it tonight. Still got some tweaks to do on this tutorial though:

    http://www.methodonline.com/texture_tutorial.htm

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • June 1, 2007 at 11:43 PM

    Clean is a very generic and fake looking. Real world is a dirty place.

    Zombie: How's life Zombie? I hear you're leaving SD to go to Sweden. What's new with you? Maybe it's better if you PM me.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • June 1, 2007 at 10:03 PM

    Term!nator525: You have a nice sense of form and space. Also wise choice of textures. Looks like a promising level.

    I know that it's a WIP, but adding floor decals, such as garbage and sand/dust will drastically improve the visual aspect of your level.

    Analyzing Valve's design process I noticed that the brush work is quiet simple (good things are simple). The way they create a nice visual look is by having a fairly basic geometry, very solid lighting and small details balanced out in the rooms. Some rooms are literally boxes, but using that technique they look quiet nice.

    -Method

  • totally random texture thread

    • Method
    • May 29, 2007 at 2:34 PM

    Here are some "source - final texture" comparisons from my first texture set for Doom3/Quake 4:

    [Blocked Image: http://www.methodonline.com/temp/comparison1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison4.jpg]

    [Blocked Image: http://www.methodonline.com/temp/comparison5.jpg]

    Note: Sorry about the size, a little big for forum posting.

    You can see those textures implemented here:

    http://www.methodonline.com/temp/meth_test.htm

    Feedback is welcome,

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 20, 2007 at 3:50 AM

    Oh yea, oh yea... well I have around 15k inspiration images + 5k black and white Chicago 1930's historical photos, hehe

    Btw I found that using program such as NeoDownloader helps you collect images much faster. You just specify the website, what image format you want to save, set some filters and it downloads every image. Look into it if you need more reference.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 20, 2007 at 2:42 AM

    Bartollo: It's a good start, but I suggest you'll look into adding more distinct details that make map more realistic in terms of Soviet era. I know it's early in the design process, but here are some of the abandoned russian places:

    http://www.abandoned.ru

    http://docent.msk.ru/index.php?action=g ... nderground

    http://design.mykurkino.ru/euth/index.php

    I can't really help with what is suitable in Soviet warehousre, because I was very young during those times, but look into abandoned stuff to get ideas what used to be significant to the atmosphere. Maybe some propaganda posters.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 12, 2007 at 12:16 AM

    I thought WIP was Work In Progress and untill the map is at the beta or pre-beta stage it is considered WIP. Hence I post in this thread. Also people who don't play Q4 might not look into the other thread and having variety of feedback is much better. Since several people said that I should stop posting in this thread, I will.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 11, 2007 at 4:48 AM

    Here are the performance shots of the recent areas:

    This area is about 30k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test9a.jpg]

    This area is about 40k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10a.jpg]

    Other shots:

    http://www.methodonline.com/temp/meth_test.htm

    -Method

  • Quake 4 - Method's Hideout (WIP)

    • Method
    • May 11, 2007 at 2:57 AM

    Here are the performance shots of the recent areas:

    This area is about 30k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance1.jpg]

    This area is about 40k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance2.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 10, 2007 at 6:33 AM

    I wanted to add wooden planks that would cover the windows. It did look weird, hence I updated the shots once again.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 10, 2007 at 6:11 AM

    I polished the area "a bit". Still need to look into fx editor.

    [Blocked Image: http://www.methodonline.com/temp/meth_test10a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10c.jpg]

    Feedback is welcome.

    -Method

  • Quake 4 - Method's Hideout (WIP)

    • Method
    • May 8, 2007 at 2:23 AM

    Added 3 more screnshots.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 6, 2007 at 11:46 PM

    Been busy lately, but found some time to make a new area and few new textures.

    [Blocked Image: http://www.methodonline.com/temp/meth_test10a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test10c.jpg]

    Feedback is welcome.

    http://www.methodonline.com/temp/meth_test.htm

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 1, 2007 at 6:57 AM

    Thanks Zeta. As requested the following shots show how the rails and bended surfaces (patches) are created. Basically it's a plane with vertices that you can manipulate. Notice that one of the screenshots features Surface Inspector, that can be used to optimize patchess.

    [Blocked Image: http://www.methodonline.com/temp/editor1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/editor2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/editor3.jpg]

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • May 1, 2007 at 4:30 AM

    Didn't have much time this week to work on this area, but I added cables on the floor, created a different rubble texture and decal that blend in with it. Take a look at the steps on the right side. Also the brown wall no longer tiles. The area is around 40,000 polys.

    [Blocked Image: http://www.methodonline.com/temp/meth_test9a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test9b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test9c.jpg]

    Feedback on how to improve this is welcome. Also if you don't like something in the following shots, please comment on what makes you feel that way. Same goes if you like something.

    Thank you,

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • April 27, 2007 at 10:45 AM

    FMPONE: Ok man, gonna work more on it. Polish it up.

    Dodger: Try the following sites:

    http://www.dubtown.de

    http://www.nyc-architecture.com

    http://www.wirednewyork.com

    http://www.finster-stahlart.de

    http://www.abandoned.ru

    http://www.nfoto.de

    http://www.zahkunst.net

    http://www.urbanatrophy.com

    http://4udak.nnm.ru/est_takie_mesta_v_m ... h_of_death

    These are mostly abondoned/industrial but can be used as an inspiration.

    -Method

  • WIP in WIP, post your level screenshots!

    • Method
    • April 27, 2007 at 4:47 AM

    KungFuSquirrel: I'm shooting for urban/industrial look. Thanks for the comments though man. I implemented your flare bulbs on those hanging lamps Although the metal structure is not sci-fi, it does exist. Here's my inspiration:

    [Blocked Image: http://www.urbanatrophy.com/albums/steelfurnace/normal_furnace02.jpg]

    Although I need to put MUCH more detail into it to look like that.

    FMPONE: Thanks man How can I make it look even better?

    -Method

  • Quake 4 - Method's Hideout (WIP)

    • Method
    • April 27, 2007 at 4:18 AM

    Thanks for the feedback. I added new shots.

    -Method

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