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W01f

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http://www.infosprite.com/members/W01f/pinky.jpg

http://www.infosprite.com/members/W01f/update2.jpg

http://www.infosprite.com/members/W01f/conveyor.jpg

http://www.infosprite.com/members/W01f/update3.jpg

http://www.infosprite.com/members/W01f/sh1.jpg

http://www.infosprite.com/members/W01f/maggot.jpg

...This is supposed to be for a mod, but every day I come closer to quitting the team and continuing on with my own ideas. It just doesn't feel like a mod to me..more of just an expansion with varying levels of talent in all fields. 40+ members on the team yet progress is so slow. bah..i dunno.

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You're showing some excellent progress with the tech. :) Nice work! This is in a completely different league than your previous shots (you did do that tomb-ish thing, right?)

I think there's a few things you can do here to make this some really impressive stuff.

1) Bring up the brightness. Biggest thing people complain about in D3 is darkness, so don't let them complain about it ;) You can have cheap lighting that lights things up well. Multiple lights (done properly) also help to sell the normal maps, something D3 didn't really do much.

2) Re-examine your color choices. More gentle colors accented by more saturated accent lights could give some really nice results.

3) Flares. Re-examine your use of those :) It looks like you're just slapping them over a brush. Take a little time to line them up to the edges of the light glow pass on the texture. the effort will be well worth it.

4) Start taking some of your pipes, and instead of going down, 90 degree curve, horizontally, 90 degree curve, down again, try making some 45 degree curves and then an angled piece in the middle. It's really easy to line these up to the grid and the patch subdivision will give you some really precise results. A few off-angle shapes can make a huge difference within a scene, especially taking into account the lighting and shadows

It's still taking some people a long time to learn the tech, but like I mentioned above, your progress is great. Despite my above comments, there's some really great ideas here, some that are even clicking off some ideas for my own work. You're very much on the right track.

Catch me online sometime if you want; I'd be more than happy to give you some more detailed tips.

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I think the generic industrial indoor metal level look has been way overdone. It just lacks a theme in my opinion. If you want to make this impressive just fiddling around with some details won't help (i do agree that those things Kunfusquirrel listed will help a bit). Make some slightly bigger rooms, add some height differences.

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MJ: For the Recall to Hell mod ( http://recalltohell.d3files.com/ )

You're showing some excellent progress with the tech. :) Nice work! This is in a completely different league than your previous shots (you did do that tomb-ish thing, right?)

I think there's a few things you can do here to make this some really impressive stuff.

1) Bring up the brightness. Biggest thing people complain about in D3 is darkness, so don't let them complain about it ;) You can have cheap lighting that lights things up well. Multiple lights (done properly) also help to sell the normal maps, something D3 didn't really do much.

Thanks :) Yeah I'm the guy who did the tomb style map. That was an experiement gone wrong..mostly because I was trying to copy the style of Ocarina of Time, which does not convert too well to the D3 engine (or at least not by my efforts)

Yeah I did have a brighter map in mind, but then the guys on the team kept telling me to tone it down..so I did :|. I'm sitll trying to keep the pitch black parts to a minimum tho. Also, the pics, as always, are much darker than the actual map in-game.

3) Flares. Re-examine your use of those :) It looks like you're just slapping them over a brush. Take a little time to line them up to the edges of the light glow pass on the texture. the effort will be well worth it.

I used the wrong flare texture is all..it's too big for the tiny light texture. Does look kinda odd now that you mention it.

4) Start taking some of your pipes, and instead of going down, 90 degree curve, horizontally, 90 degree curve, down again, try making some 45 degree curves and then an angled piece in the middle. It's really easy to line these up to the grid and the patch subdivision will give you some really precise results. A few off-angle shapes can make a huge difference within a scene, especially taking into account the lighting and shadows

It's still taking some people a long time to learn the tech, but like I mentioned above, your progress is great. Despite my above comments, there's some really great ideas here, some that are even clicking off some ideas for my own work. You're very much on the right track.

Catch me online sometime if you want; I'd be more than happy to give you some more detailed tips.

Yeah I actually did discover the whole 45 degree pipe thing not too long ago (not that it's some sort of amazing secret..). I love how they look, and I've actually placed a few around the map but I don't think you can see any in those screenshots.

Thanks for the comments :) It's definately been a challenge to get to whatever point I'm at with D3 mapping..but I definately have a long way to go before this map is done and before I can make a complete professional quality map...The only way that will happen is with feedback like yours. I really appreciate it.

Kleinluka: Me too :P. If I had any sort of modeling experience, that's what I would be doing.

Daan0: Overdone? nah, not yet anyways. I've only seen two or three professional quality doom 3 maps so far that have actually been released. My objective with this map isn't so much to be original (though that doesn't mean I'm ripping other people off), but to create a fun experience. I drained all of my creativity into dm_void..time for something more run of the mill :)

here's another screenie they just put up on the mod site: http://recalltohell.d3files.com/rth_ger ... shot18.htm

And now I have to deal with some goofball trying to coax me into joining his mod...

elementsk8er***@yahoo.com says:

As I explained before, I'm a proffesoin. I have worked with ID software on the new ROE expansion pack. I'm doing this in my spare time, Until we start working on the next pack(yea, there will be one). If you don't want to join, no pressure. If you want to, be my guest

When I'm all alone in the great unknown, I'll remember you. says:

You've worked on the ROE expansion pack? what have you done on it? did you actually work at their studio?

elementsk8er***@yahoo.com says:

Unfortuantly, I didn't work in the studio. Hopefully next time I will have the honor. look kid, I made 1 of the levels for them. Are you on, Yes or no. I can't give details because I signed a contract with them.

:lol:

:lol:

heh..sorry..what kind of a person derails his own topic :P Just too funny not to share.

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