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Posted

people draw concept art of textures now?

It's more common than you might think. Lots of the Quake 4 textures were concepted out before they were modeled, we've done some of it here as well. You're looking at things that take a lot longer to create than they used to, so you get the same iterative benefits from concepting them roughly ahead of time that you would from a scene or character or what have you.

Posted

Exactly, check this for example:

http://www.autodestruct.com/concept.htm

Lot's of work was put into Quake4 concept art, which is great.

I should definitely try and replay Quake4 from start to finish one of these days, I was too much of a Quake3 hardcore fan to enjoy Quake4 when it came out. I should try and replay it, even if it's just for the awesome art.

  • 2 months later...
Posted

":2t0v8z5h]
you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

Could you elaborate on that?

Posted

":2zke7lhj]
you should really watch out for ao bugs resulting from overlaying details, especially concave ones, on the highpoly model. its worth fixing that stuff in photoshop.

Yeah, I did that but I had to rush it so some of the areas were left intact. it's the downside of using lot's of flotaters. The normal maps comes out clean, but one must do lot's of clean up on the AO map.

Could you elaborate on that?

The trick is to separate concave floaters and base geometry in different IDs, render out one AO map for each ID, and then combine both in photoshop. Much easier than fixing this stuff by hand. The same technique can be used to fix convex floaters. Just render one AO map with everything (floaters included) and another one with floaters only. Hope that makes sense.

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