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Tenebrae Quake source modification

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Model previews, work inprogress shots.

  1. 2003-09-26 15:08:39 UTC
    Alright, to show things are still happening, I will show some stuff that you will see in tenebrae2.

    These are work in progess shots, so not final beauty renders. PLEASE, do not give me crits on this since I am aware of things that must be done/changed.

    This is just to show that work IS being done.

    Also, none of these are ingame shots:

    http://home.planet.nl/~pestilence/scie2.jpg

    http://home.planet.nl/~pestilence/inmate.jpg

    http://home.planet.nl/~pestilence/marine.jpg
  2. 2003-09-28 14:41:30 UTC
    NICE work m8!!

    I see u're from holland too, just like me :D

    I'm hoping to see Tenebrae2 soon, so we can start working on our game/mod!

    Cya all
  3. 2003-09-28 17:53:46 UTC
    look really great :)

    no crit ? sure ? please juste one...a little...on the third pict the helmet doesn't seem to allow the marine to see anything ^^
  4. 2003-09-28 21:03:09 UTC
    Realy great work! ;)
    The 'rine model looks like a combination of Doom3 and Quake4.
  5. fxo

    2003-09-29 09:12:33 UTC
    Really impressive models, great work m8!
    Keep us updated, plz :)
  6. 2003-09-29 18:50:18 UTC
    why are you copying Doom3 almost exactly?
  7. 2003-09-30 12:00:12 UTC
    So the people can be proud of themselves to create something even BETTER than Doom3! ;)
  8. 2003-10-02 07:15:56 UTC
    ouch... those are some polyheavy models - hopefully they'll be cut to around 7,500 w/LODs like HL2s :)
  9. 2003-10-02 10:46:28 UTC
    The high poly models will be used to create the bumpmaps. These bumpmaps are used to display details on the low poly models. (I thought this was commen knowledge by now!)
  10. 2003-10-02 15:58:29 UTC
    it is @ zoost! :D
  11. 2003-10-03 22:20:08 UTC
    Those are tres cool pestilence... Ever since i caught early sight of your demon model, i knew you were headed for utter pwnage.

    ...but i'd like to make my contribution to the project.

    why do we never see scrubs/porters in games with laboratories. make one with a foam padded trucker cap, medium length unkept hair, pen in mouth, you know a faux pas sort who pushes trolleys and equipment.

    tbh i'll go kick off a thread about laboratories...
  12. 2003-10-05 04:48:18 UTC
    well firstly there is a HUGE difference in quality between a 20,000 polygon model & a 7,000 polygon bump mapped ... secondly wouldn't you want to use normal mapping instead (and if you claim there isn't a different then next time don't try to be so smart)

    finally the depth of the mesh directly affects how animations look, which is far more important than the final look because how it moves and acts is extremely important to add the atmosphere to something ... if the atomosphere of the model is done well then the actual look of it will appear better no matter the count and/or normal mapping or even lack of.

    although normal mapping is good, it isn't a miricle solution - and it is bad practise to show what you hope to be the texture rather than the actual game model.
  13. 2003-10-05 07:05:55 UTC
    Check out my Shambler applet
  14. 2004-02-01 14:36:08 UTC
    21-23fps... not bad....

    but you could use some anisotropic filtering from what i can see... the banding's obvious even from such a small window... or is that just the compression artefact? prolly not cuz it ran down the wall in a straight line....

    and oh im too used to seeing normal mapping (not bump mapping, i think cuz everythings still flat polygons when viewed from the side?) almost everyday in tenebrae... if the shambler's texture was rendered down from a high poly model , instead from hand drawn or something for a low resolution texture, the effect would be much nicer...
  15. 2004-02-03 15:04:57 UTC
    Carmatic, that effect is automatic with Tenebrae, for it to look alot better, someone would have to make new normal maps and textures....that was the point of the remodelling project, I think that project stopped though.
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