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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Mon Jul 26, 2010 5:13 pm Post subject: |
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Starbuck's textures are also darker.
They're still very nice, and I hope he continues doing the e1m2 textures
and afterwards, the entire set.
Also, it's true that most hi-res replacements for Quake are ridiculously overdone, they usually have bump mapping and gloss out the wazoo, so they look like someone poured clear nail polish over the entire, ridiculously bumpy map. Brick walls will have huge canyons in them where the bricks are joined... that's simply overenthusiastic and unprofessional. Compared to those replacement textures, DOOM3 looks sober and restrained...
Another problem is that wood for example often looks like wood, but not at the correct scale. The texture of the wood will be ridiculously upscaled and overdone. When you look at real wood from a distance, it'll look rather plain.
Less is more, people. I don't want to run around in candy colored overdone environments with glossy nail polish all over them... I don't want so much bumpmapping on an ogre that his asscrack looks like the Grand Canyon of fear...
Starbuck's textures are nice because they are restrained and not overdone. It's the brushwork and lighting that should carry the look of the map, not just the textures. Starbuck knows this. His work is top notch because he doesn't go overboard with the effects.
Don't hit people over the head with all your bumpglossawesomemapping. _________________ ReMakeQuake
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Mon Jul 26, 2010 8:38 pm Post subject: |
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goldenboy wrote: | I don't want so much bumpmapping on an ogre that his asscrack looks like the Grand Canyon of fear... |
Much as a reasonable argument could be made that if an ogre's asscrack was to look like anything that's what it should look like, you have a good point.
Remember when coloured light first came out and we had utterly stupidly overdone coloured light in games? That's where we're at today with the whole bump/gloss/specular/environment thing. Different technology, same symptoms and same end result. Fortunately we seem to be at (or coming to) the tail end of it, and anything from these times is going to look spectacularly dated in a few years time owing to the extreme bumpmapping. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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r00k
Joined: 13 Nov 2004 Posts: 483
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mh

Joined: 12 Jan 2008 Posts: 909
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