Icon Design for Software Programs



details of my quake2 panoramic backgrounds

I also use 3d programs for some artwork and for personal use. The following examples are from my personal game editing experience, strictly for my own amusement and to learn various 3d progams such as 3d Studio MAX, Lightwave and Metatools Bryce 3d.

The following images are from a series of 360º panoramas that I created in Metatools Bryce3d to replace the standard backgrounds in the video game Quake 2, by id software; I didn't think that the original skies in the game fit with the color of light in the game, and looked pretty boring besides.

I sketched out a rough plan of the buildings and mountains, and modeled them closely to my sketches in Bryce2, using my sketches as a background texture underneath the modelling windows of the program. I created the sky clouds' color to closely match the yellow-colored light that the game's rendering system shows on its own 3d-surfaces when the player character is outdoors. To keep the game's feeling of being on an alien planet that is heavily industrialized, I created buildings with heavy scaffolding, layer on layer of smog clouds, and a dirty, striated rock texture on the ground itself. I put several layers of clouds at the levels of the buildings to obscure some of the more farther off buildings to heighten the illusion of a world spoiled by pollution.

My edited quake2 backgrounds





Original Quake II background:

My Quake2 Marine, camouflage and all:


Id software created their video game quake2 with an open source, so that people can feel free to add more to the game for their own enjoyment using the game's code.

In these shots above and below, I took a model that someone created, and studied how the model's texture was mapped over the character. Then, I used Adobe Photoshop to combine source artwork I gethered of some scans of camouflaged patterned fabric and photographs of service marines in full battle gear and facepaint. Taking portions of that artwork with a knowledge of texture mapping on the model, I created an altered version of the character to use for myself in the game.

The tough part of texture mapping is figuring out how the model's author created the model, and how the texture would wrap around those 3d points.

Quake2 Marine side detail:



flat detail of the model's texture,
showing texture vertices and lines: