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About Kaz

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  • Birthday 06/16/1989

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    NC, USA

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  1. Working some on my never ending project, Putrefactory for Q3. Any suggestions for things to add/tweak?
  2. Some fellow computer science students wanted to remake Wolf3D using the engine they created this semester, so I'm making them a test level. I have to manually sort transparent surfaces in Max such that they're drawn after whatever is behind them because everything's pretty primitive at this point
  3. Hipshot: glad to see another q3w'er JeanPaul: those steam towers are very impressive :monocle: If you use rays such as these, does it only make sense if all the lights also have coronas around them? [attachment=0]noghost51.jpg[/attachment]
  4. It's for a competition sponsored by Autodesk and several other companies, so each level has to have a bunch of big ads all over the place ;(
  5. Very nice, I can't wait to try building something with those! Right now I'm trying to add: *leaking things *pipes *fans *machinery/pumps *maybe some old-timey wetsuits/helmets? If you have some references or concept art (that's not from bioshock) handy, send it my way! My first attempts: [attachment=2]noghost36.jpg[/attachment] [attachment=1]noghost37.jpg[/attachment] [attachment=0]noghost39.jpg[/attachment]
  6. Kaz

    The random model thread!

    hey really cool you're working on an engine to go with it! how much time have you put into it so far? Thanks! It's taken me maybe a year and a couple months so far to get where I'm at, there typically isn't alot of time to devote during the school year You can check out one of the earlier versions here, may be extremely buggy! : https://code.google.com/p/exact3d/
  7. It's a tough job having to post something after you go and post that, but someone has to do it! Working on my "underwater" quake3 level: [attachment=1]noghost32.jpg[/attachment] [attachment=0]noghost33.jpg[/attachment]
  8. Kaz

    The random model thread!

    Those cliffs almost look like those big stone faces you'd find in Hawaii if you know what I'm talking about.... Working on my OpenGL project, which I'd like to make into a simple shooter eventually. This week I modeled and have started skinning a shotgun. 298tri with 512x512 diffuse map. Unfortunately I didn't give the part that is closer to the viewer more room on the texture, so it's a tad blurry. I may end up modeling the "ejection port" and re-unwrapping it however. [attachment=0]exact3d_06232010_2.jpg[/attachment]
  9. 2d-chris: What a novel idea! The blue was mostly vestigial from when I began the map and I hadn't experimented with changing it entirely, but thanks for your suggestion because I think it looks 100x better now. You can find some updated shots here: http://www.appstate.edu/~freemancw/junk/noghost24.jpg http://www.appstate.edu/~freemancw/junk/noghost25.jpg http://www.appstate.edu/~freemancw/junk/noghost26.jpg http://www.appstate.edu/~freemancw/junk/noghost27.jpg Generalvivi: That is really pretty geometry, I like the structures embedded in rock especially .
  10. Not sure that I can provide much in the way of good suggestions for you Mino, other than "it looks really good"? It seems as though from the way you've designed it that there's a ton of room for neat details, like maybe some misters for the plants like they have in grocery stores . Continuing work on my noghost competition entry... CampaignJunkie: Some areas of the map are suffering from cookie cutter syndrome, but that's probably the one area that is the worst in that regard... I'll have to rectify it somehow. Squirrel: Thanks, this shot doesn't contain much floor but I can include an overhead or something the next time I post an update. Sindwiller: Hopefully this is less bland? I've gone with the underwater theme, which is evidenced in this shot in the ceiling. I'm not sure what sort of blue to go with, it seems like it should be more green than it is currently, but that doesn't look too great with the sky-blue neon lighting, so I'll have to experiment. Anywho here's the shot, would love some harsh criticism! : [attachment=0]noghost23.jpg[/attachment]
  11. CampaignJunkie: Bright enough to discern most everything, but it'd up the brightness a shade or two. Looks cool I'm creating a level for the NoGhost quake3 mapping competition, and I'm considering going with a "underwater facility of some sort" theme. Below is what I have so far (have not incorporated the theme quite yet)... I'm going to rent "The Abyss" and several other movies to watch this upcoming weekend. Have any suggestions for unique set pieces that would be cool? (When googling around, I found out that NOAA actually has an underwater lab!) http://mapping.maverickservers.com [attachment=0]noghost16.jpg[/attachment]
  12. Thanks for the quick feedback, I think there are good arguments on both sides, but that improving lighting is something that can be agreed upon. I like the idea of caustics, and if I can find a good way to implement an accurate looking hack then that would be great. minotauro: I am using the latest q3map2, which has options that make the lighting look much prettier HP: Your photoshopped version reminds me of bioshock! The saturation levels are definitely something I would like to strive toward; I'll just have to balance it with being light enough to see your way around. KungFu: The contrasting green/yellow was meant to be a means of differentiating between the lower and upper levels... the direct contrast of the green at the bottom of the pipe is a unique phenomenon currently, I might want to incorporate that more throughout. I'll post more when I come up with some suitable tweaking. Thanks again, very helpful!
  13. Hello everyone, there is alot of impressive stuff here! Here are some screenshots of what I've been working on in the Quake3 engine... I look forward to hearing a fresh perspective from non-q3-community eyes! [attachment=2]shot0016.jpg[/attachment] [attachment=3]shot0021.jpg[/attachment] [attachment=1]shot0013.jpg[/attachment] [attachment=0]shot0011.jpg[/attachment]
  14. Kaz

    Pistol Model

    Ah, I think I see what you mean.
  15. Kaz

    Pistol Model

    I mentioned in the first post that I've merged the mirrored polygons since these renders, but I probably should've just taken the time to re-post updated ones. I used this picture for reference. I suppose it might be useful to say that this gun isn't *just* going to be appearing in a first person view, but will also be seen as a pickup. Quake3 can have different models for both view and general pickup, and so the view model will be lower-poly in the handle area. I suppose I forgot to model the little bits and pieces on top of the slide, I'll make sure to do that, too. Thanks for the crits
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