It'd be nice to see an insurgency map that isnt "OMG DUST BROWN DIRT TAN SAND DUST"
I like the inferno style you have so far
It'd be nice to see an insurgency map that isnt "OMG DUST BROWN DIRT TAN SAND DUST"
I like the inferno style you have so far
sum little wip from me:
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its for hl2dm, but i used some custom content and ported the white combine textures from ep1, basicly this is illegal i think but i hope that valve dont cares about it.
this is a crapy concept i made.
As long as you don't want to do money with it, it is okay. I think as long it is private it is okay.
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Quick update on my Victorian themed map, layout is more or less blocked out concentrating on building a decent number of assets to populate around the place at the moment and seeing how they fit
ultradr3mer:
its all looking pretty nice, is it based off an underground bunker? Was wondering as this site might be useful for refs, http://%7boption%7d
My biggest problem with it is there are several lights which don't seem to have a source for example the second image has a spotlight on the ceiling and floor but no visible light source, if there is a light source and i just can't see it don't mind me
the lighting also seems to use the same colour, varying it a bit maybe using a light cold blue around the edges could make the lighting contrast with itself and push everything outwards
This link should help http://%7boption%7d
The other problem is the wall and floor textures all have roughly the same colour putting in a trim at floor and ceiling height of a nice rusty orange again will make everything pop out and not blend together
Hope that all helps ![]()
looks good, but isn't that more a of a steam punk than a victorian look? looks sweet none the less.
I don't really know to be honest
I always thought steam punk just meant victorian trends and technologies in the current world but looking around the net I realise im wrong - not sure which way to push it yet
These are just some shots of my level accept I have switched it to a night lighting system, added some motars and airplanes/AA ambients, some search lights in the skybox (anyone know how to make them sort of sway like in RL?)
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I think I might lower the light_env ambient and light a small amount, make the map darker so the lit areas stand out more. Thoughts?
Needs much more contrasted lightning to be illuminated by spotlights.
Latest futuristic scenery I've been working on. Hoping to use my own textures for it.
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Assuming this isn't just a one-room portfolio piece, even though it looks like one to me: if you're going to actually develop a real level out of it, you should just keep the art style like that - the untextured flat-shadedness looks nice, and it'll be less work on your part to make a whole level out of it.
Quote from Campaignjunkieif you're going to actually develop a real level out of it, you should just keep the art style like that - the untextured flat-shadedness looks nice, and it'll be less work on your part to make a whole level out of it.
lol, wut?!
lighting is looking nice prototstar, good move getting the lighting in place before getting started on the texture. You have a better understanding of what you want to achieve like this.
Quote":3950brab]
lol, wut?!
lighting is looking nice prototstar, good move getting the lighting in place before getting started on the texture. You have a better understanding of what you want to achieve like this.
i actually agree with campaignjunkie. it could look interesting with the use of a few different colors instead of creating textures.
Yeah, i actually like that idea too. Maybe try creating some ssbumps for the textures, would increase detail while retaining the look you have going currently.
Good evening,
Some new screenshots of Mos Eisley, showing the progress since my last post.
The first screenshot shows the interior of the Star Wars Cantina. Please note that this area is still heavy wip, there'll be a lot more details and eyecatchers in the final version:
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some more screenshots:
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I'm currently working on bringing more life into the map, particle effects, more traffic in the sky, animated models and things like that.
Thats it for the moment
!
Very cool. Didnt noticed it was source immediatly.
Looking forward for more.
Quote from Pericolos0that looks phenomenal penE! Would really love to know more on how you achieved these kind of visuals in source =)
Basically with my fog_controller and the colorcorrection, but also with alot of blood, sweat and tears ![]()
It certainly was worth the blood, sweat and tears, looks great.
Yea very cool!
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