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Old 22-12-2007, 06:03 PM   #1 (permalink)
BJA
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A small Quake4 scene

For which Engine - Quake4 (Doom3 engine)
Current Polycount -
Max Polycount -
Texture Size - 256x256, 512x512
Description of background information on piece - Some kind of an old environment
Where are you looking to receive criticism - Lighting, geometry, textures, models. Just tell me what you don't like or could be done better
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Woah, first post
Here's a little bit of something I did for Quake4. I used some dirt decals from the original game, but the rest is all custom content.

Screens:






Any suggestions for improvement?

Last edited by retardedmonkey; 22-12-2007 at 09:19 PM.
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Old 22-12-2007, 06:48 PM   #2 (permalink)
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The volumetric lighting really works well and the walls are very nicely done (wood - concrete transition). The props feel a little random at time, would be nice to have an overall theme although I could see it working just fine in a max payne setting
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Old 23-12-2007, 01:35 AM   #3 (permalink)
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I like it. Maybe a fire somewhere would be cool. Maybe some dramatic sun beams puring through the roof top. Radical!

Last edited by retardedmonkey; 23-12-2007 at 07:25 AM.
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Old 23-12-2007, 11:21 AM   #4 (permalink)
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That sweet work...
Maybe you should model a rat and having him poking its out out of the tyre...
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Old 23-12-2007, 03:27 PM   #5 (permalink)
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@requiem2d: My main motivation for this scene was to make some custom textures and models, but you're right it looks at some point too much like a room filled with random stuff. Will try to stick more to a particular theme next time.

@lhumphries: I also thought about making a crack in the roof where sun beams come out of, but I've already had some light rays coming from the windows so I thought it would be too repetitive to have some coming from the ceiling also. But good idea with the fire element somewhere

@P2xelgen: That's a nice idea with the rat, but to be honest I think I lack the skill to do that. Haven't ever made a creature and I don't know how to rig one either. But nevertheless I like your idea.

Thanks guys for your comments and feedback so far. Very much appreciated
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Old 24-12-2007, 05:33 AM   #6 (permalink)
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looking great, though I got to agree a bit on the randomness. I think you could easily fix that by moving some props around, ie put the tire closer to a wall to give it a slightly more 'cleaned up' look.
the only two minor crits are the flower (which doesn't really go well with the chaos, would be good in a somewhat tidied up room though) and the specularity of the brick wall in the second picture (seems a bit too high compared to the rest of the scene).
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Old 24-12-2007, 07:43 AM   #7 (permalink)
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I like the piece, the tiles that are broken up should have matching tile on the ground that would actually fit back into the wall. You have a square tile laying against the wall but it doesn t fit with the damage. I really like the mood of it and agree that it could be a setting for max payne or even the punisher.
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Old 24-12-2007, 04:49 PM   #8 (permalink)
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That looks awesome. I'd like to have a walk around to take a look at stuff in-engine
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Old 26-12-2007, 08:33 AM   #9 (permalink)
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Quote:
and the specularity of the brick wall in the second picture (seems a bit too high compared to the rest of the scene).
The specular map for that texture is not higher than for the other ones, it's just that the light is a bit too strong there. And yeah, the flowers may look a bit too saturated.

Quote:
the tiles that are broken up should have matching tile on the ground that would actually fit back into the wall
Actually that's what I did. There are some more broken tiles on the floor which you probably can't see due to the perspective of the screenshot.

Thanks again for feedback
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Old 10-01-2008, 12:33 PM   #10 (permalink)
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Little bit of an update, some new textures and a new layout. Could have added more foliage and grass but I guess I'll do that next time. Main focous was lighting.



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