Ricky, you are a terrific mapper and you should never stop shining. I think I like it that way, because too often people shit on those who can least withstand it, and fellate the egos of those who need a shot of humility more than anything else. It's not always simply about the output, it's about the confidence and growth of the person behind it. It's not what their work needs, but it's what they need. When someone is new and making lots of mistakes, tell them they should keep going, and when someone is a veteran guru, never say anything nice about their work ever again. I think sometimes there's an effort in the art community to treat people the opposite of what they need, which I think is kind of necessary, because too much criticism early on can make an artist or designer overly defensive and encourage him to become set in his undeveloped ways too early. So I kept up with it, and eventually developed the ability to be self-critical and to strive for improvement on my own. not encouraging, but almost patronizing, which I was of course too immature and young to pick up on. The friends I happened to fall in with online at the time were. When I very first started getting into any kind of computer graphics at all, I was pretty young, and pretty terrible. sometimes saying "that's fine for your first work, but you'll need to start over with more attention to xxxxx" is the wiser choice. you take what you learnt from your failed experiment and start anew with more knowledge. starting over (as harsh as it sounds) is the best choice. you'll run into all sorts of problems with bad topology and poorly planned edge loops/edge flow. ![]() in the cases i'm talking about, continuing on with a bad model is the worst possible choice. i think comments like that are more damaging than helpful. sometimes you'll get a guy who's posting something that's complete crap and who clearly needs to spend a lot more time learning wtf he's doing and you get comments like "this is a great start, keep it up". Off topic: i think art forums get it more than most. Topic: has anyone done a q1sp/dm map with the deadmeat textures? they're up on the quaddicted wad archive, and they look nice and have a complete array of stuff (as well as looking great in the quake palette). Telefragged/Atomic Gamer are cocksucking sons of bastards that deleted my site long ago because 'apparently' I had porn on there. Oh and what compile tools do we use these days? I installed Worldcraft 3.3 with the Q1 adapter. I want to do something metal or gothic like Autumn Haunting, only bigger and more epic. Barham arranged a lecture of the memory of that most distinguished artist and excellent man, most interesting. So, are there any awesome new textures out there for Quake that people want to see used in a Q1 map? I'm thinking anything that isn't base. respect to the industriously collected, Dr. ![]() And if I remember correctly, i've never made a single map using ID textures. Looks pretty basic, I'll get the hang of it pretty quick again. News | Forum | People | FAQ | Links | Search | Register |Īlright, so I re-installed Worldcraft and loaded it up for the first time in 6-7 years. Func_Msgboard: Fresh New Quake Textures Discussion
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