Looks tasty. Nice cyperpunk feeling.
WIP in WIP, post your level screenshots!
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Quote from geX
Thanks

Oh I've been tracking that one for sometime, good to see new progress, nice work as always!
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Any critique on this bomb/defuse map layout that I've been working on?
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Quote from PuddyYes,
It's very flat and looks a bit dull to be honest.
Update
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Yes,
It's very flat and looks a bit dull to be honest.
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some very wip images, haven't work on a multiplayer map in about 4 years

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Been working on this small Starcraft inspired environment in UDK over the weekend, almost done with it and could use some crits

[Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip08.jpg]
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looks very starcrafty

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On the way to be a perfect add-on map for Alien Breed

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very cool, but what is it? needs doodads (lol cant remember if that's how u spell it) and well purpose, base structure is rock on, ,. is it a a storage structure, science lab, urban district, space station or a prison? I'd assume a scene would read via just looking at it, this is technically sound but I'm not sure what it's trying to do.
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Quote from 2d-chris
very cool, but what is it? needs doodads (lol cant remember if that's how u spell it) and well purpose, base structure is rock on, ,. is it a a storage structure, science lab, urban district, space station or a prison? I'd assume a scene would read via just looking at it, this is technically sound but I'm not sure what it's trying to do.
yeah good point, it started out as just a random space station but I eventually changed it to a skyscraper rooftop. It's not supposed to make much sense but I'm adding a bunch of props to clear that out now

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needs a dropship landing pad

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Looking really good!
What Chris said.
What are you going to place on the upper left corner?
Are they all modular pieces?
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Quote from Minos
Been working on this small Starcraft inspired environment in UDK over the weekend, almost done with it and could use some crits

[Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip08.jpg]
I can not believe this was Not made in Starcraft 2. It looks just like the new tileset featured in HotS.
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New update, almost calling this done... might still add a few pieces here and there tho.
[Blocked Image: http://thiagoklafke.com/misc/temp/starcraft_wip09.jpg]
@Anselmo: Yeah all modular pieces with textures made in nDo. This was a really short project that I wanted to finish over the weekend to have something new in my portfolio since I haven't updated in so long

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Minos - A part of me wants that main building to be more of a set piece (since this is just an art piece). I see you kind of do that with the "Sovereign.co" sign, but seems like you could push the theme of this building a bit more.
I might also suggest having an ambient video of the environment just chilling (for portfolio purposes).
I realize you only wanted to spend a weekend working on this, but if you are going to update your portfolio, might be worth spending a tiny bit more time on it.

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looks nice minos but the colors aren't working for me at all, there's no chemistry going on there IMO
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Of course how colors mix is a bit of a subjective topic, but to me the orange is quite harsh for the scene, and the reds also clash (although they're a bit more subtle). I would go with a more yellow (similar to the sign) and test that. It's difficult in such a relatively complicated scene to define exactly teh solution to this issue without goign hands on with it, but my lighting philosophy is always really simple:
1) 3 colors maximum
2) one cool color, one warm color, one "x-factor" that is used pretty sparingly
following this format i'd say to keep the green, keep the light yellow, and find a third color that can saturate the scene in spots. possibly the blue, but it's a bit strong where it's used, it doesn't feel like an x-factor but more like a third player, which is making the scene a bit busy.
here's some refs you might find useful
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Minos, looks like you're making a HD version of this. Nice!
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Quote from FMPONEDisplay More
Of course how colors mix is a bit of a subjective topic, but to me the orange is quite harsh for the scene, and the reds also clash (although they're a bit more subtle). I would go with a more yellow (similar to the sign) and test that. It's difficult in such a relatively complicated scene to define exactly teh solution to this issue without goign hands on with it, but my lighting philosophy is always really simple:
1) 3 colors maximum
2) one cool color, one warm color, one "x-factor" that is used pretty sparingly
following this format i'd say to keep the green, keep the light yellow, and find a third color that can saturate the scene in spots. possibly the blue, but it's a bit strong where it's used, it doesn't feel like an x-factor but more like a third player, which is making the scene a bit busy.
here's some refs you might find useful
I see what you mean. I kept the palette really small though, it's pretty much colors analogous to green (greenish blue and yellow). The red is there as an accent, I tried other colors and they all look like shit. Agree about the teal line on the bridge though, it's a legacy from the old color scheme I was going for and looks really out of place now
Thanks for pointing that out! -
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