I really like the contrast between the empty streets and the "animated lighting boards" and screens !
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I really like it

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This is looking as hot as ever.
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Well it really could use a......BETA!!!!
/hides

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Yea can't wait to play this one

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i'm working on the 2nd map, and i wanted it to have an early morning setting with light rain, but i can't get the right look with the fog/skybox/sunlight. the first screen below is what it looks like now, the other 2 are previous attempts, and last is some references of the look i'm trying to get. should i go with a single-colour skybox and just turn up the fog and bloom? the only problem i've noticed with the fog in this map is that it washes out the colours when i've got so many vibrant colours in the temples, although i might be able to fix that with colour correction.
at the end of this level you get to the top of kiyomizu temple so i don't really have any choice but to use heavy fog for performance/visuals.
[Blocked Image: http://img443.imageshack.us/img443/6259/fog1.jpg]
[Blocked Image: http://img12.imageshack.us/img12/5816/fog2v.jpg]
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[Blocked Image: http://img15.imageshack.us/img15/4526/fog4.jpg]
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Maybe make the top of the temple its own BSP? It'd look amazing with a proper skybox / draw distance thingy.
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1st map is done, apart from one storefront prop. i made the 3d skybox and did a lot of optimising, so now i can get on with finishing the temple map. i decided to keep the view from the veranda looking out over the temple complex, i should be able to get away with it using fade distances and the right 3d skybox.
[Blocked Image: http://img72.imageshack.us/img72/5696/l4dyama10103.jpg]
[Blocked Image: http://img194.imageshack.us/img194/7527/l4dyama10104.jpg]
[Blocked Image: http://img412.imageshack.us/img412/3406/l4dyama10101.jpg]
[Blocked Image: http://img251.imageshack.us/img251/5208/temple0010.jpg]
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1st map is looking great. is this still for l4d 1 or 2?
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Dude, you're a monster. I can't wait to play it!
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still trying to find some good light settings. it's meant to be early morning (5/6am) during a storm. made it darker so i could do something more interesting with the lanterns, but the next map is full daylight (the brown one) so it needs to transition properly.
[Blocked Image: http://img808.imageshack.us/img808/6480/temple0035.jpg]
[Blocked Image: http://img638.imageshack.us/img638/9303/temple0033.jpg]
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Light setting is good but you need some wet ground. Now it kind of looks like you could easily dodge all the drops of rain if you'd try. Needs more rain for a storm, and things need to be WET
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the0rthopaedicsurgeon: by the way, for those japanese city levels i think it'd work really well if you'd make some signs hanging over the streets (given there's not a lot or no vertical gameplay). it'll create some chaos with (if you do it well) very few extra polys
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Sweet! 3rd shot is killer!
I agree with Daano tho, I think you can work a lot with some overlays/decals with puddles, but also play around with env-cubemapped grounds, roof plates etc. With ground plates like that you can alter "height" a bit and make some plates almost totally flat in the normal + add white spec to simulate those being pushed down a bit, hence totally/partly under water. Usually larger pave stones can be a bit concave, thus forming a puddle towards the middle.
Anyway nice job so far, looking forward to more!
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is it me or does every screen shot in this thread seem to have the noise filter run on it?
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still going, i decided to add a whole new section before the temple like the real life place it's based on, which means lots of new props and textures. i think the lighting looks ok in the temple parts but in this area it just looks off somehow, so it might still change. some of the floors do have spec maps now, but building cubemaps in l4d is too tedious so they're not showing.
i also learned a trick from RDR to add some more detail to the roofs.
[Blocked Image: http://img256.imageshack.us/img256/3451/temple01.jpg]
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True the lighting looks a bit bland here, but it is really great nonetheless!

I really like the ambience you're going for.
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Very nice as always, reminds me of the Siren games

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