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Arcane Dimensions -HD overhaul-

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  • This is a really nice and huge work! The links for these files are currently broken:
    AD_DM1
    AD_SCASTLE
    AD_Player Skins
    Last edited by PowerFulBR; 10-01-2017, 05:26 PM.

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    • blood vengeance,


      if you're going to move downloads to another file-host thats fine

      but please make sure to FIRST upload your files to the new file-host &
      provide the new links BEFORE deleting the files from the old file-host.

      .

      that way the files will be continueously available & we wont get people complaining about broken links
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • Originally posted by PowerFulBR View Post
        This is a really nice and huge work! The links for these files are currently broken:
        AD_DM1
        AD_SCASTLE
        AD_Player Skins
        I agree. The Dropbox links to AD_Player Skins.pk3, ad_dm1_HD_V1.0 .zip, AD_Scastle_HD_Textures_v1.0.pk3, and AD_Sepulcher_HD_Textures_v1.0.pk3 all give me "Link not found" messages. I've never found Dropbox to be a reliable form of file hosting. If someone could post active links to those files, I'd appreciate it.

        Comment


        • here's a mirror on my google drive so that those files are still available
          untill blood vengeance gets around to creating new mirror for the files himself

          https://drive.google.com/open?id=0B4...1lESEo3MEVOQjg
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • Of course your textures are awesome and beautiful but, for some reason I think AD looks better with the low res textures. I can't put my finger on why. Looking at your screenshots I was struck with a feeling of them just not being right (only some of them). Maybe the lighting does not compliment highdef images or something, I don't know. Just my opinion...probably one that is not shared by many (anyone). Excellent work none-the-less. It should be obvious to the most casual observer that you have worked very hard on your graphic art skills.

            An example of what I mean is this image. I don't know what but something seems very off about it, to me. Maybe it's because the monsters are so low def it's throwing the rest off. Or maybe it's just too clean, everything sort of looks brand new. Yup, I think that's what it is...too pristine. The low def images make it seem more "used" and that lends heavily to the atmosphere. Maybe that could be the next level of your graphic art development...making high-def images that somehow maintain the feel that the lowdef images give. I have zero suggestions on how to do this or even where to begin. Maybe you could make highdef lowdef images, where instead of trying to create more realism you only really remove the blockiness of the lowdef textures.

            Last edited by MadGypsy; 11-04-2017, 09:02 AM.

            Comment


            • hmmm yeah i agree with you gypsy, some of my textures do look quite clean-ish and
              i do try my best to avoid that and to make my textures look more 'dirty' like the originals

              but its kinda difficult and a lot of work to make textures look used and dirty,
              and i dont really have much experience yet in how to do so

              .


              and yeah, the whole picture would definitely look better with RT-lights added for rich colorfull lighting.
              the original quake lighting is kinda dull and lacks any color. some vibrant colored realistic lighting would add a lot
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • Just please know that I think you are super talented and produce some really beautiful work. My little opinion was just a friendly critique. I have a pretty good eye but, I couldn't make textures as nice as yours even if all I did was try.

                Comment


                • oh no no, no worries. i didnt took any kinda offense to your critique whatsoever and i know that you always mean well and i appreciate your constructive criticism
                  and do see what you mean and do totally agree... i wish i were able to make textures that looked more dirty and old, its pretty difficult to give textures that kind look.

                  and thanx once more. i always try my best and try to constantly improve my work and use new techniques i pick up as i experiment more and more with the tools from paintshop
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • talisa

                    I'm no expert at high-def textures, so maybe the following method won't work, but I've found that once you have your texture finished in a clean, neat appearance, you can take a sharp brush in your image editor and drag some very faint scratches across the texture. Try not to make them too long or unique, or else a consistent pattern will emerge on large BSP brushes.

                    Next, you can take a 'roughing' brush so to speak in your image editor and apply very faint and highly randomized splotches of dirt. Muddy up the texture. Maybe this could be rust on metallic textures. Again, this has to be sparingly and in a way that it's not obvious.

                    Finally, a very soft touch blending across all layers to smooth out the edges of the dirt and scratches, which 'ages' everything.

                    Just an idea, it works well with Quake palette stuff but like I said I'm no expert with high def stuff. Either way, these textures look amazing. I REALLY like your textures in Zendar.
                    'Replacement Player Models' Project

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