Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby tZork » Fri Jan 11, 2008 6:56 pm

To bright, a bit to saturated and way to yellow (assuming its corroded iron). Heavy rust like this are dark, mostly unshiny and more chunky with a deep washed red tone. the yellowish rust are found as thin dull sufrace layer, not as shiny bits. The general noise structure and depth are however realy nice. try using a photografic source as referense; heres a good example of heavely corroded surface http://www.rhbnc.ac.uk/~uhaa009/bb/pics ... 4pd006.jpg
HOF:
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Postby Psychcf » Fri Jan 11, 2008 8:18 pm

yeah, rust also looks alot more layered/flakey then what you drew up.
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Postby Doc-Pyton » Sat Jan 12, 2008 2:08 am

The Rust will get 25 % darker with an "if brighter -> then" filter ...
In addition to that i will create an individual Rustmap for each Texture ( with adding the rest of the detail that i saw in the tutorial -> like that big scratches on the surface)
Image

Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby leileilol » Sat Jan 12, 2008 5:30 am

Rad Ished wrote:Ishan, if the performance sucks then nobody plays it, which kind of spoils the point.
-points at tobotoid-
..
Uhm.... one other thing, the nanpu interchange is hzzzzzzuuuuuge :O


gl_vbo 1 would like to have a word with you
field hockey
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Postby Rad Ished » Sat Jan 12, 2008 3:35 pm

leileilol
Uhhhhhhh, what?
An Joe Kuh?
sv_Wilful obfuscation 1
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Postby Doc-Pyton » Sat Jan 12, 2008 5:43 pm

After some experiments with that rust, i created this here :
Kind of Metal with strong Corrision ...
Image
Image

Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby Rad Ished » Sat Jan 12, 2008 7:46 pm

Nice work Doc, does it tile? also what app are you creating this in it looks different from your other textures. Your texture work is very distinctive there is definitely a Doc style. I've made some progress on these road cross sections, now they are entirely made of curve patches, not sure if this is all good but we 'll see. The problem I've not solved is how to attach the lights and supports without having to rotate and lower/raise each one individually.
Does it matter if these elements overlap, brushes and patches?
...
I'm not sure if i use any of those .maps you sent me but be sure I'll credit you if i do. The circular altar i think would be good somewhere but I'm not sure where yet, I want to finish the road part and run round it some before i decide this.
...
I bin using a windows laptop a bit, system restore is really useful ay :/
...
Tzork , what did kitty doooo? baaad cat baaaaaaaad
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Postby Strahlemann » Sun Jan 13, 2008 10:11 pm

A map i started yesterday because i needed to do sth. else then learning for my exams.... :/
So if i don't pass the exam next monday, this is the reason why:

Image
Image
Image
Image

Lighting is still in a very early stage (only shader-lights) and the layout isn't finished yet.
And If you have ideas for a name: tell me ;)
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Rad Ished » Mon Jan 14, 2008 12:22 am

One day? really only one day?
I'm doing something very wrong.
My maps take weeeeeeeks :(
Looking nice strahlemann
1 day? :O
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Postby Strahlemann » Mon Jan 14, 2008 3:04 pm

I worked ca. 12 hours on it from scratch.
I wanted to do a small speedmap (like bluesky) but it didn't stop growing, so it's still unfinished and will take its time.
Reusing architecture, copy+paste and mirroring are your friends when roughing out a simple layout. Add some differences here and there to brake the repetition and you've got it...

Building maps that are not as repetitive and/or use more organic or especially created architecture need more time of course (like Ito 8)).
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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