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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Nurb
    • September 19, 2008 at 6:21 AM
    • #6,201

    I cummed.

  • BJA
    • September 20, 2008 at 8:24 AM
    • #6,202

    Glad you guys like it and no, I don't take any babies 8|

  • JeanPaul
    • September 20, 2008 at 7:58 PM
    • #6,203

    That would be a perfect environment for painkiller

  • Psy
    • September 20, 2008 at 8:47 PM
    • #6,204

    Shurikens and lightning!

  • -HP-
    • September 20, 2008 at 9:15 PM
    • #6,205
    Quote from Psycho

    Shurikens and lightning!

    ahahah, I lol'd!

  • El Moroes
    • September 21, 2008 at 3:36 PM
    • #6,206
    Quote from BJA

    Not sure if it's the right forum for this, but anyway...Inspired by Assassin`s Creed, here's a little scene made in 3ds max with different light settings. It's about 80.000 tris, average texture resolution for the objects is 512x512, for the buildings 1024x1024. Texture ressources are mostly from cgtextures.com, a few from google. I'll call that piece done for now, but is there anything you would have made different/better? I'm open for any suggestions and opinions

    IMAGES

    It's really an amazing work with a beautiful lighting! Great work dude!

  • NeoNautica
    • September 27, 2008 at 5:26 AM
    • #6,207

    Been roughing out the next building:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/Render_83_B.jpg]

    I'm liking the overall shape, but details will be tweaked

  • Nurb
    • September 27, 2008 at 8:45 AM
    • #6,208

    Looks awesome, nice architecture. Those supports wouldn't be able to hold the building up though.

  • JeanPaul
    • September 27, 2008 at 6:22 PM
    • #6,209

    yeah make those things solid

    and round

  • ifO
    • September 28, 2008 at 11:48 AM
    • #6,210

    I think it's believable and more interesting how it is already.

    There are several techniques that are used to make sections of buildings appear to float. In that instance I imagine it could have structural metal beams that run through the entire adjoining building and into the floating section to support the majority of its weight.

    Nice design

  • the0rthopaedicsurgeon
    • September 28, 2008 at 9:01 PM
    • #6,211

    done some more work on my l4d map, this part is a maintenance station place halfway up the cablecar ride. the power cuts out and the survivors have to walk to this place to turn the power back on. the lift only supports one person's weight though so one survivor goes down (and i'm hoping a bot doesn't trigger the lift or the level will be over) and through these tunnels, eventually reaching the generator and turning the power back on, all while the other survivors wait at the top of the lift fighting a swarm of zombies:

    [Blocked Image: http://img378.imageshack.us/img378/894/l4dyamasky0004sf2.jpg]

    [Blocked Image: http://img517.imageshack.us/img517/7939/l4dyamasky0006zr8.jpg]

    [Blocked Image: http://img517.imageshack.us/img517/29/l4dyamasky0010bh9.jpg]

    [Blocked Image: http://img363.imageshack.us/img363/1765/l4dyamasky0011do3.jpg]

  • Psy
    • September 28, 2008 at 10:08 PM
    • #6,212

    I can hardly see anything.

  • dux
    • September 28, 2008 at 10:08 PM
    • #6,213
    Quote from Psycho

    I can hardly see anything.

  • AlexM
    • September 28, 2008 at 10:26 PM
    • #6,214

    I tried darkening the sky with color correction, not sure how well that worked.

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700013.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700028.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700021.jpg]

  • Vinny Testaverde
    • September 29, 2008 at 12:44 AM
    • #6,215

    I like it, but I think the lighting needs to be have more contrast and more color. at times it doesnt seem to match the sky. I think a darker blueish/purple lighting would help

  • Nurb
    • September 29, 2008 at 3:28 PM
    • #6,216

    3 screens from my Decadence level dec-deathrow which will be in the mod at release.

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow02.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow01.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow03.jpg]

  • -HP-
    • September 29, 2008 at 3:39 PM
    • #6,217

    That's nice Nurb, what's that red dot in the middle of the pics?

  • Minos
    • September 29, 2008 at 3:47 PM
    • #6,218

    Very nice, is that all custom content?

  • Nurb
    • September 29, 2008 at 4:16 PM
    • #6,219

    HP, it's the laserdot. Couldnt hide it with the consol X(

    Minotauro, yes, Decadence is a TC.

    Thanks

  • AlexM
    • September 29, 2008 at 4:20 PM
    • #6,220
    Quote from JonM

    I like it, but I think the lighting needs to be have more contrast and more color. at times it doesnt seem to match the sky. I think a darker blueish/purple lighting would help

    hey jonM, if you remember me I was shinobi from the original FA mapping boards

    In regards to some crits I got elsewhere to try to match a more desaturated look I added fog and desaturated the lights until they matched more, effectively reducing the color contrast. The fog in my skybox is a fraction of that in the map itself which causees to sky to REALLY look contrasty now. I'm trying to fix that in a new compile right now as I'm at work today. I'll post pics when I get back.

    but since I got overnight hours i'll do a spin off with your crits and try to make the lighting match the sky more

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