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Realsoft Forum • View topic - Quake 4 screenshots
Page 1 of 1

Quake 4 screenshots

PostPosted: Wednesday 18. August 2004, 00:38
by Robert
Hi folks,
i find some screenshots (testrenderings of models and sketches of guns, vehicles ect.) of Quake 4, it looks good. :wink:
http://winfuture.de/index.php?page=wfv4/BSv2/scg-ia.php&id=176&seite=1
http://www.fador.org/mp3/quake4 the last 14 pics in the list

PostPosted: Wednesday 18. August 2004, 06:44
by jounihat
It is going to be extremely difficult to make any mods or new levels to games like Quake4 or Doom3, if you have to model exact 1 000 000 polygon objects to them.

PostPosted: Wednesday 18. August 2004, 15:07
by Boris
:metal:
unbelievable details for game characters.

@Jouni: what do you mean whith this 1 000 000 polygons?

PostPosted: Wednesday 18. August 2004, 22:15
by Robert
Hi Boris,
in the game they use low polymodels of this characters. They build of the environment from the complexmodels a bumpmaping and lay this over the lowmodels ( like we use displacementmaping ).

PostPosted: Thursday 19. August 2004, 05:42
by Admin
Robert ... I already sent you a pm last night. PLEASE don't upload any pictures to my webspace you don't hold the copyright. I don't wanna have trouble with the quake guys because of copyright infringements. If you like to show such pics just put them in with "URL" or "IMG" but NOT upload to 3ddart. Sorry ... I had to delete the pictures again.

I still not understand what that has to do with 1 000 000 polys. I know of the use of normal maps or displacement. Does this mean that one gamescene has or has to have 1 000 000 polys or the scene which was used to built the normal maps from?

PostPosted: Thursday 19. August 2004, 07:14
by jounihat
It doesn't have to have 1 000 000 polys, but eg. in Unreal 3 all game characters have about couple of millions of polygons. And I didn't mean they'd have to have exactly 1 000 000 polygons. I meant that they would have to have at least 1 000 000 polygons and they'd have to be exact (=they'd have to look good, use all the polygons, you know what I mean), and modelling a 1 000 000 polygon character isn't an easy task to do.

If you do only low-poly models, they don't look as good as the original game.

PostPosted: Thursday 19. August 2004, 13:26
by Robert
PLEASE don't upload any pictures to my webspace you don't hold the copyright. I don't wanna have trouble with the quake guys because of copyright infringements
.

Ok boris, i don't want that you have got trouble, too. Sorry i have overlooked your PM :oops: .

PS: But how can i delete my last post (the delete button is gone).

PostPosted: Thursday 19. August 2004, 15:11
by Admin
Robert wrote:Ok boris, i don't want that you have got trouble, too. Sorry i have overlooked your PM :oops: .

PS: But how can i delete my last post (the delete button is gone).


Thanks Robert! I've deleted the last post of you.