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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • -rt-
    • February 4, 2008 at 12:40 PM
    • #5,361

    My first skrins hear

    [Blocked Image: http://img152.imageshack.us/img152/9959/labaratory110016qq8.th.jpg][Blocked Image: http://img252.imageshack.us/img252/760/labaratory110001zu3.th.jpg][Blocked Image: http://img252.imageshack.us/img252/3609/labaratory110003ud8.th.jpg][Blocked Image: http://img180.imageshack.us/img180/4679/labaratory110004ff4.th.jpg][Blocked Image: http://img180.imageshack.us/img180/2061/diu30000kn5.th.jpg][Blocked Image: http://img252.imageshack.us/img252/619/diu30003sv6.th.jpg][Blocked Image: http://img252.imageshack.us/img252/2946/dit2d0000dj6.th.jpg][Blocked Image: http://img252.imageshack.us/img252/4665/dit2d0001pv2.th.jpg][Blocked Image: http://img182.imageshack.us/img182/3781/dit2d0004sn4.th.jpg][Blocked Image: http://img252.imageshack.us/img252/6190/dit2d0007ix8.th.jpg][Blocked Image: http://img182.imageshack.us/img182/4030/dit2d0010me1.th.jpg][Blocked Image: http://img523.imageshack.us/img523/3341/dit2d0017pn0.th.jpg][Blocked Image: http://img523.imageshack.us/img523/584/dit2d0018hf4.th.jpg]

  • Belgarion
    • February 5, 2008 at 12:26 AM
    • #5,362

    I feel like I'm actually seeing a different part of city 17 for once! Good job imo. I'm sure others will give you some better criticism to make it even sexier.

  • JeanPaul
    • February 5, 2008 at 3:52 AM
    • #5,363

    Increase your ambient brightness a lot more and make the normal brightness a lot less white and you will have quite the map

  • Minos
    • February 5, 2008 at 5:49 PM
    • #5,364

    There's something very fishy going on here but I have no idea what's causing this... any thoughts? (and yeah I did build the cubemaps...)

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1209/1209409d162d844f76994ffe514f527966f8ec6.jpg]

  • Nexus
    • February 5, 2008 at 5:56 PM
    • #5,365

    that looks so weird

  • skdr
    • February 5, 2008 at 6:30 PM
    • #5,366

    Compile your cubemaps with mat_specular 0

    I had this problem too until Furyo saved me

  • Skjalg
    • February 5, 2008 at 11:02 PM
    • #5,367

    why are you making hl2 based shit now?

  • PogoP
    • February 5, 2008 at 11:46 PM
    • #5,368

    Try building cubemaps in LDR and HDR (mat_hdr_level 0/1, or mat_hdr_enabled 0/1)

    Then type mat_reloadallmaterials in console, then reload your map. See if that does anything for you.

  • Pampers
    • February 6, 2008 at 12:58 AM
    • #5,369

    got inspired looking at screens from Uncharted so I made this little scene:

    [Blocked Image: http://aycu36.webshots.com/image/43435/2003898266541340304_rs.jpg]

    [Blocked Image: http://aycu37.webshots.com/image/40996/2003817448058381446_rs.jpg]

  • hessi
    • February 6, 2008 at 1:34 AM
    • #5,370

    the first one is very repetitive but the second one looks great. could be a nice ruin fantasy themed environment. is this meant to be turned into an actual map for a mod/game or was it just pure "doodle"?

  • Pampers
    • February 6, 2008 at 1:40 AM
    • #5,371

    thanks, just doodling so far.

  • Nurb
    • February 6, 2008 at 8:17 AM
    • #5,372

    You create a really nice mood with the architecture and lighting. The grass looks fullbright though, but I'm sure youve noticed that yourself. Also it looks like sparks come out from the grass, as something just seem to be hanging in the air

  • Yokai
    • February 6, 2008 at 8:36 AM
    • #5,373

    Thats really nice, but I feel the white environment light is a bit strong and seeing (or assuming) that this is a visual piece, I would say that you should add a few more brushed here and there. Though it looks good overall. The pipes at the side definitely need to be looked at but otherwise it is a great start.

  • Thrik
    • February 6, 2008 at 9:59 AM
    • #5,374

    Looks great, but the HDR is definitely overdone.

    Once it gets to the point where the lighter end of the scale starts to burn out, you need to stop. The idea is to let in as much light as possible without causing colour information loss. This is what Valve does, and indeed so does your own eye. ;

  • -HP-
    • February 6, 2008 at 2:16 PM
    • #5,375

    wow, i love the mood of the second shot

  • Belgarion
    • February 6, 2008 at 7:41 PM
    • #5,376

    yeah that second shot is fantastic.

  • ⌐■_■
    • February 6, 2008 at 10:52 PM
    • #5,377

    vry early wip

    [Blocked Image: http://img137.imageshack.us/img137/6848/n8braker0000hr8.jpg]

  • skdr
    • February 6, 2008 at 11:06 PM
    • #5,378

    Lights?

  • ⌐■_■
    • February 6, 2008 at 11:35 PM
    • #5,379

    its an early wip. havent even made a lights.rad for my textures yet. but since i uploaded it for other purposes i thought i might aswel add it to the wipsection.

  • BJA
    • February 7, 2008 at 4:56 PM
    • #5,380

    Still messing around with the Q4 editor and my little texture/model set. In case anybody wonders, those tentacles are supposed to be old roots. First wanted to make them out of meat and blood but thought that would be too much of Doom3/Quake4 style.

    [Blocked Image: http://www.bja-design.de/different/q4scene_indoor1_s.jpg]

    Highres Screen:

    http://www.bja-design.de/different/q4sc ... r1_big.jpg

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