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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Nurb
    • July 5, 2008 at 10:58 PM
    • #5,921

    Been working some more with light and atmosphere. Added vegetables hanging from the walls and gave the roots some texture.

    [Blocked Image: http://www.claeng.com/__forumpublish/DM-Worm_alpha5-03.jpg]

  • PogoP
    • July 7, 2008 at 1:32 AM
    • #5,922

    I'm digging the lighting coming through the cave roof, lookin' good!

  • Nurb
    • July 7, 2008 at 7:43 AM
    • #5,923

    Thanks I have animated that light material with a panner node to give off the effect of movement in the illuminated dust.

  • mjens
    • July 7, 2008 at 8:14 AM
    • #5,924

    It's to late for changes but that wooden elements should look more like roots that trees... It's hard to place a tree under the ground surface - no light = no trees... Also many types of roots can't go through rocks but typical tree roots can push with 14 000 at (1kg/cm2) but it might crush only light rocks like limestone... Sorry that I'm looking forward for that details but if you want to make something cool you need to use references or have a knowlage how it can look like. Realistic scene = no questions interrupting gameplay...

  • Nurb
    • July 7, 2008 at 12:02 PM
    • #5,925

    Realism isn't something I strive for in this environment, but it is very true that if something looks like a root/tree people will expect it to behave accordingly. Hmm, I could try to make the grass, leaves and bark look less "earth-like" which might help with the immersion. Thanks.

  • Scinbed
    • July 8, 2008 at 8:19 AM
    • #5,926

    Looking good Nurb, although I'm not a fan of random cave maps.

    Here's a shot of my 3dBuzz entry-turned WIP map.

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/96076da9.jpg]

  • FrieChamp
    • July 8, 2008 at 9:00 AM
    • #5,927

    Looks...yellow

  • Scinbed
    • July 8, 2008 at 9:09 AM
    • #5,928

    Yellow is the future, man. :ssj:

  • Nurb
    • July 8, 2008 at 11:13 AM
    • #5,929

    Looking good Slainchild, although I'm not a fan of generic sci-fi maps

  • Freak
    • July 8, 2008 at 1:20 PM
    • #5,930
    Quote from Nurb

    Looking good Slainchild, although I'm not a fan of generic sci-fi maps

    but a fan of slainchild´s maps

  • Scinbed
    • July 8, 2008 at 1:22 PM
    • #5,931

    Generic sci-fi is the future man! [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/dstar.gif]

  • -HP-
    • July 8, 2008 at 2:46 PM
    • #5,932

    Yeah, i don't like the yellow either!

    I mean, you could use yellows here and there, trying to make it look coherent, but it definitely looks too much! imho...

  • ⌐■_■
    • July 8, 2008 at 3:02 PM
    • #5,933

    uhh i think the yellow border makes it look more yellow then it actually is.. id like to see more tho

  • Minos
    • July 8, 2008 at 6:53 PM
    • #5,934

    Yellow is the new red!

  • dissonance
    • July 8, 2008 at 7:46 PM
    • #5,935
    Quote from Minotauro

    Yellow is the new red!

    Barrels are the new crates!

  • Punky
    • July 8, 2008 at 8:44 PM
    • #5,936
    Quote from dissonance

    Barrels are the new crates!

    Tricycles are the new cars!

    [Blocked Image: http://www.have-you-met-ted.com/wp-content/uploads/radio-flyer-classic-red-tricycle.jpg]

  • m8nkey
    • July 8, 2008 at 9:45 PM
    • #5,937
    Quote from Nurb

    Looking good Slainchild, although I'm not a fan of generic sci-fi maps

    Touché . Both are looking great.

    I think the vegitation in Nurb's map is feasible, there are shards of light entering the cave through the ceiling. I also agree with Slainchild that even non-realistic maps need to look plausible to suspend the belief of the player.

  • -rt-
    • July 8, 2008 at 10:24 PM
    • #5,938

    Displacement

  • PogoP
    • July 8, 2008 at 10:43 PM
    • #5,939

    Zomg teh Source Pretzel!

  • Punky
    • July 9, 2008 at 10:08 AM
    • #5,940

    Impressive!, are those all displaced cylinders? what's your secret man

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