Finally finishing up my long-time-coming arena map. Changing the setting to king of the hill -gamemode and adding some extra stuff in. Hoping to release it this week.
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Finally finishing up my long-time-coming arena map. Changing the setting to king of the hill -gamemode and adding some extra stuff in. Hoping to release it this week.
[Blocked Image: http://i27.tinypic.com/122gml2.jpg]
Looks good detailing wise, but IMO sunlight may be a bit bright. Or it could be the min/max exposure settings. Probably better when playing it..
I want more good koth maps. Might make one too someday. ![]()
Nice water, better than the piece of shit water they have on 2fort! You did a new shader or what?
It's looking good man, more high res screenshots would be welcome tho!
keep up
Hipshot, awesome seeing you do another Quake map, but It's looking way too brown and dark, needs something to make it stand. Of course, I'm just talking about the aesthetic side.
Looks very nice skdr, I remember this map!
My turn now, it's a medium sized arena taking place in a facility shared by BLU and RED. But well they don't really like each other!
I'm working on it during my free time.
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There is also a flythrough I made :
I've been mapping for a community called necropolis, and now that the bunker maps is almost complete, I figured creating the spawn for the subway/sewer map would be fun and interesting.
Not to bad for an initial 30 min layout and another 30 min lighting/detailing.
Comments? Advice?
Quote from omega322Not to bad for an initial 30 min layout and another 30 min lighting/detailing.Comments? Advice?
Yes not bad, but still pretty bland
. Understand it is only an hour's worth of work, but subway stations always have so much potential
.
Take a look at Sa7an's ND map, which I think is absolutely awesome
.
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That's a good example of all that extra detail that can go in there. Also the ceiling looks a tad strange. Dunno, maybe its that big block sticking out..
skdr - looks secks, can't wait ![]()
This is a quickie I put together to basically test foliage with the source engine. I've always had trouble doing foliage in the source engine with the harsh vertex lighting. It's one of the reasons I'm reading up on shader creation now (lol it'll be a good long time until I can do anything useful, I had to go back and crack open all my old math books).
Anyways large tree LOD's are between 300-5000 triangles. Textures are 1024 for the terrain and 512 for the foliage.
The skybox I made from a DEM the centeral mountainous area of BC Canada.
I've already learned a lot, I figured out a lot of things that wont work. After I get this map playable I'll start working on a REAL forest map ![]()
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the foilage need more color variation instead of just one monotone color like that, also try matching the fog color to the average color in skybox ![]()
lol yeah forgot to fix the fog, it was on a different skybox before :x
Not ecstatic with how that foliage came out. I was hoping if I just turned off color correction on the camera I wouldnt have to do much else besides the masking. Obviously that's not the case. I got a tip from a fellow teammate (schmung) to trythe following:
"I duplicate my layer , high pass it and then use the original as an overlay with blend mode set to colour."
I'll give that a try and keep messing around with it.
Also adding a faint gradient from black to white (black where the texture meets the trunk and white being furthest away) using the 'overlay' blend mode can also add some depth and variation.
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Quote from robert.briscoeAlso adding a faint gradient from black to white (black where the texture meets the trunk and white being furthest away) using the 'overlay' blend mode can also add some depth and variation.[Blocked Image: http://hunter.fpsbanana.com/ss/maps/69947.jpg]
Ah thanks for the tip! I was trying to think of ways to get it to look more affected by shadows.
I love how you managed to get de_forest to look btw. Very inspirational ![]()
Quote from TarkyYes not bad, but still pretty bland
. Understand it is only an hour's worth of work, but subway stations always have so much potential
.
Take a look at Sa7an's ND map, which I think is absolutely awesome
.
[Blocked Image: http://sa74n-design.de/portfolio/hh_nd04.jpg]
That's a good example of all that extra detail that can go in there. Also the ceiling looks a tad strange. Dunno, maybe its that big block sticking out..
skdr - looks secks, can't wait
That is pretty sweet! and I understand what you mean!, let me see if I can trick this baby out a bit more. brb in 5 hours X3.
Something for UT3, still pretty wip
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mmm, everything's so monochromatic I can barely 'read' the pictures. Which is a typical UT3 visual problem.
Apart from that, taking a closer look at the geometry everything looks good, it just needs better lighting!
A few recent additions to my China-based WIP Crysis level.
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It's coming together, I need to finish the two main buildings and I'll be somewhat done with the modeling. There's still a good amount of vegetation and terrain textures to tweak though. There's also lots of props/obstacles that need adding, especially around enemy positions.
looks promising Corwin
Could do with more light (torches, lanterns etc).
Erratic: Lighting looks very flat and the architecture is very square, but i know UT3 doesn't leave you much choice sometimes. ![]()
Crowin, That's much better than last one pack of screens form you. There are still no specific props like lamps or some small detail that will make me sure that this is in China...
just tried your tip RB, I think it helped a bit. I think next time around I make foliage though, there's a few things I can do better about my foliage structure.
first is with a burn/darken overlay and the first is the original for the sake of comparison.
[Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100006.jpg]
[Blocked Image: http://mahwebspace.levelism.com/fasstuff/endowment/wildernesstest/ps_wildernesstest0100007.jpg]
can you post an image of what your actual texture looks like before and after so i can take a closer look?
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