
Color Theory
#2751 posted by
bambuz on 2005/11/24 01:04:39

Crap?
#2752 posted by
gone on 2005/11/24 01:50:28
oh yeah sure, go tell that to the whole printing industry
primaries are relative.
and thats not about complementing colors
btw, the page linked by czg is a bad example of the colorwheel

Blue And Orange
#2753 posted by therealthan on 2005/11/25 05:19:39
Thief 3. It was almost entirely blue and orange (or blue and white) from what I remember.

MadFox
#2755 posted by
. on 2005/11/27 22:20:04
Hi I'm here for the kitsch mod.

Some Preview Screenies....
#2756 posted by
JPL on 2005/11/28 13:32:56
.. of my latest project... I've chosen to use, as far as possible, DKT1/DKT4 texture sets only, on a "base/spaceship"-based design.. BTW, I still didn't titled the map... but, it's not yet the priority...
It also remains some texture modification in order to remove fullbright pixels (as in shot n�1..) and a lot of monsters to add...
Here are the links to screenshots:
http://lambert.jeanphilippe.free.fr/Divers/EH1.JPG
http://lambert.jeanphilippe.free.fr/Divers/EH2.JPG
http://lambert.jeanphilippe.free.fr/Divers/EH3.JPG
http://lambert.jeanphilippe.free.fr/Divers/EH4.JPG
http://lambert.jeanphilippe.free.fr/Divers/EH5.JPG
So, what do you think ?

Hmm...
#2757 posted by
bal on 2005/11/28 13:53:20
Not so sure about that hangar area, it looks, brushwork is a bit strange, you probably need much more dramatic lighting in it maybe.
Other shots look interesting, keep it up. =)

Holy Crap
#2758 posted by
bambuz on 2005/11/28 15:20:12
the textures and lighting really play together subtly. Really good work. I really like shot 2.
The hangar has too much floor tex repetition.

Jpl
#2760 posted by
negke on 2005/11/28 23:21:23
shots look very nice. the ships in particular.
a quick note about taking screenshots though: don't just increase brightness but also contrast (5/15 or 10/20). then commenting on the light would be easier (looks pretty minlighty now).

About Starships
#2761 posted by
JPL on 2005/11/29 00:08:03
About the starship: this is a Q2 prefab I downloaded here:
http://dynamic.gamespy.com/~quark/userprefabs.php3 (look for Alien Ship) and that I have to re-texture... I'm glad you found it quite nice ;)

Nice
#2762 posted by
mwh on 2005/11/29 01:16:38
Agree about the floor texture though.

Jpl
#2763 posted by
Vondur on 2005/11/29 05:03:05
textures sucks (blurry, bad colors), brushwork is nice

Hello Vondur
#2764 posted by
gone on 2005/11/29 06:38:49
did you forget it's QUAKE 1
(and bad screenshots too)

Speeds
#2765 posted by
Vondur on 2005/11/29 06:57:38
there are good colored textures for quake1 (id1/cr8/dapak/etc) but these sucks polar bear bollox, they require edition and color polishing

I Don't Mind The Textures...
#2766 posted by
Text_Fish on 2005/11/30 04:51:56
...infact, I think the main reason they look so washed out is because of brightness adjusting on the shots themselves.
However, I agree about the hangar. The floor could do with some large diagonal lines/pipes/struts or something to break up the overly huge areas of nothingness.

=)
#2767 posted by
here on 2005/11/30 08:56:20
I finish my map lostchildren. I think it's a final version. But I prefer your opinion before posting in the news archive.
Screenies and downloads:
http://www.planetquake.com/here/maps-rtcw.htm
I hope you will have fun.
And I need some help because I want to turn this map on enemy territory, and ET always freeze when I go to the limbo menu, I set correcly mapscoord and my spawns are good I f people can help me contact me. Thanks

Here
#2768 posted by
Ankh on 2005/11/30 12:25:48
there are lots of yellow windows in there :)

Bleh
#2769 posted by
Fjoggs on 2005/12/01 13:42:16

Fjoggs
#2770 posted by
Jago on 2005/12/01 14:34:28
Nice brushwork, but shot #2 really needs more colors.

Could Look Alright With Nice Lighting
#2771 posted by
cyBeAr on 2005/12/01 14:55:11
wich brings me to DEATH TO ALL DULL BORING EDITORSHOTS FFS

I Think
it looks rather spiffy :]
#2773 posted by
Text_Fish on 2005/12/01 18:10:00
Nice brushwork, but shot #2 really needs more colors.
True, but from the looks of things, the player won't actually be looking from that angle anyway, and once some snazzy lighting is in place it should look more interesting.
Good work Fjoggs. Let's have some ingame shots! :D

Fjoggs
#2774 posted by
Shambler on 2005/12/02 01:21:35
Nice, looking good, like the style in the first shot. Not much to say at this stage except keep it up!

Nevermind The Items
#2775 posted by kaziganthe on 2005/12/06 20:51:25