1 for the parts where shadows actually hits. elsewhere 16;) I guess it's kind of overkill, but it does look nice
WIP in WIP, post your level screenshots!
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damn, jp, what kind of monitor do you have?
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Quote from JacK
1 for the parts where shadows actually hits. elsewhere 16;) I guess it's kind of overkill, but it does look nice
Lightmap 1 just multiply polycount by 16.
You should look at your walls where you put a lightmap 1.
It should look like that :
[Blocked Image: http://tmp.logout.fr/bordelique/M-A/lightmap1.jpg]
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Well here it is compile, I made the light_environment way to bright but really, I don't want to wait another hour and a half for a non HDR compile, so I will turn down the brightness and do an HDR compile overnight and post updates sometime later (maybe tomorrow)
But for now.....
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That does look rather sexy jeanpaul. The lighting is completely wrong for the skybox, but apart from that, very nice. I'm vaguely amazed at how good it looks with just the one light.
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Quote from PS_Mouse
That does look rather sexy jeanpaul. The lighting is completely wrong for the skybox, but apart from that, very nice. I'm vaguely amazed at how good it looks with just the one light.
yeah, it was just a quick (or NOT SO FUCKING QUICK) cordon compile, and I forgot to change the skybox, so yeah.
Quote from dissonancedamn, jp, what kind of monitor do you have?
Dell 30 inch
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Quote from NykO18
Lightmap 1 just multiply polycount by 16.
You should look at your walls where you put a lightmap 1.
It should look like that :
[Blocked Image: http://tmp.logout.fr/bordelique/M-A/lightmap1.jpg]
yaycks. this looks horrible. i didnt use the lightmapscale thing yet, but now i will think twice about if i think about it

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Quote from JeanPaul
looks very nice geometry-wise, but i sure do wish source had some sort of procedural grunge.
also, congrats on the monitor. =D
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modeling (and later on texturing) exercise. mostly built after a ref photo
i'm almost half way through unwrapping the scene. no estimate for the next wip image though :]
edit: what you see in the viewport is about 18k tris. the whole scene is about 25k atm.
[Blocked Image: http://www.sa74n-design.de/temp/staircase_wip20.jpg]
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cool but why is the render so noisy?
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Quote from Bic-B@ll
cool but why is the render so noisy?
because i'm a noob at render settings. and its sepia because of the material+light colour.
if anyone knows how i can reduce the amoint of noise and speed up the render process without losing quality please tell me. this was rendered in max and took about 7 HOURS to render :X can that really be?
edit: this is the exact render output. no post-processing
i put the pic on the new page too

[Blocked Image: http://www.sa74n-design.de/temp/staircase_wip20.jpg]
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25k, my god D:
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That looks fantastic, can't wait to see it textured

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Nice Sa74n, it's simmilar to what i'm doing now on x-ray (tri amount wise
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i've been working on my L4D map again, adding some more tunnels inspired by my recent urbex trips and testing some colour correction settings. i've also tested the map with my 8800gts for the first time which means these screens have got the 8 series fog bug, but i can't get rid of it without losing the colour correction.
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the0rthopaedicsurgeon: Nice atmospehere. Are those stock textures?
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most of them are stock cs:s textures, a couple of the interior wall textures and the green wood are custom though, along with multiple textures on some walls for more variety. i'm waiting until the game is released though before making too many more specific materials and props and to cut down on cs:s content, so it'll hopefully end up with a more unique look.
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the0rthopaedicsurgeon: Good work on the textures. Nice atmopshere. Although I feel like it needs more stuff laying around. Broken wooden planks, worn out paint decals on the floors, maybe paint buckets, etc. Looks promising, nice work.
Check out this site for some inspiration:
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