I think you need less fog as it looks washed out right now, which is pretty contradicting to the very sharp stencil like shadows you have, plus a high contrast would fit the atmosphere better.
Nice tut.
I think you need less fog as it looks washed out right now, which is pretty contradicting to the very sharp stencil like shadows you have, plus a high contrast would fit the atmosphere better.
Nice tut.
Too much brown!
Reminds me a lot of the Poisonville level in Kingpin. Very nice work, although I think the water lets it down a bit.
Thanks guys. I already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game. That Poisonville level was also inspired by The City of Lost Children movie.
Tried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.
[Blocked Image: http://www.methodonline.com/temp/lq_180.jpg]
-Method
QuoteI already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game.
Oh yeah, I know that. I've played your KP map pack. ![]()
The new shot looks very cool too - and the water looks better as well. Although it could just be the distance, in the other shots I don't think it fitted in with the rest of the scene.
Man I love the doom 3 engine.
Heh my KP expansion was rather weak. I was very young when I made it. Didn't know anything about form, space and light.
There's no water in Doom 3. What's I'm using is a hack. Basically there was a material in Q4 patch that would take the diffuse map and apply heat haze effect on it, so it ripples.
-Method
Nearly finished the centre room ceiling. Still need to do the surrounding walkway ceiling.
I have no idea how im gonna texture this... its for a demo reel for school.
Im thinking of giving it very clean textures and just rendering the ambient occlusion per frame (or baking it in another UV channel)...
-Felix
[Blocked Image: http://i14.photobucket.com/albums/a310/dutchbat_felix/mgs_kamer03.jpg]
Looks pretty good. Bake it to another UV channel, so it saves you lots of time when rendering the rames ![]()
QuoteTried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.-Method
Try to manipulate fov for ~50 or make fov 160 and cut top/bottom part of the screenshot
Method, nice work, it really remind me of bioshock ![]()
I dont know why, but those wooden clean doors doesnt look like they doesnt fit there ![]()
Thanks. Point taken, gonna make more door textures. I had just one.
-Method
HL2:DM-Map, setted in an old plant of Mikojan-Gurewitsch.
Still WIP (Lightmapscale 32) :
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I thought that was going to be for cs:s? or am i confusing you with someone else?
looks great anyway
looks like it will be a boring map..
but it looks good
looks really nice
Reminds me of nd_russia ![]()
:bananawrench:
Looks NICE !
Looks great man!
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