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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • cincinnati
    • July 4, 2013 at 5:52 PM
    • #10,301

    don't forget to modernize the fov when implementing the player models...

    [Blocked Image: http://i.imgur.com/iqjnRXi.jpg]

  • Seldoon182
    • July 4, 2013 at 6:43 PM
    • #10,302

    Thanks for all the support guys !


    Added a real-time dynamic global illumination today.


    [Blocked Image: http://i.imgur.com/a4KSukT.jpg]


    ThanQ Helder for the tutorial!


    [Blocked Image: http://eat3d.com/files/imagecache/products_dvd_front/cry3_intro_vol1_dvd_front.jpg]

  • selmitto
    • July 4, 2013 at 6:51 PM
    • #10,303

    awwww that's insane, Seldoon182!

    Enjoying your progress overall.

  • PogoP
    • July 4, 2013 at 7:22 PM
    • #10,304

    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Misc/blorange.jpg]

  • Spherix
    • July 4, 2013 at 8:21 PM
    • #10,305

    it needs more 3d!

  • WD
    • July 4, 2013 at 8:24 PM
    • #10,306

    I'm really disappointed in you dudes. You just took the original map of Pong and added new textures

  • DrywallDreams
    • July 4, 2013 at 9:01 PM
    • #10,307
    Quote from Seldoon182

    Thanks for all the support guys !


    Added a real-time dynamic global illumination today.


    ThanQ Helder for the tutorial!

    Needs a lot more optimization. I doubt that would run on anyone's computer.

  • selmitto
    • July 5, 2013 at 4:54 AM
    • #10,308
    Quote from PogoP

    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Misc/blorange.jpg]

    Just as I was saying... lazy technique!

  • Chimeray
    • July 5, 2013 at 10:09 AM
    • #10,309

    It actually IS lazy technique... Dither that gradient!!!

  • Tschoppo
    • July 5, 2013 at 2:43 PM
    • #10,310

    inspiring work seldoon, don´t think i can compete

    [Blocked Image: http://i1192.photobucket.com/albums/aa326/Tschoppo/2013-07-05_00001.jpg]

  • cincinnati
    • July 5, 2013 at 2:53 PM
    • #10,311

    needs to be more sphincteresque.

  • knj
    • July 12, 2013 at 1:22 AM
    • #10,312

    [Blocked Image: http://images.tinypic.pl/i/00414/2hgt2gq75enx.jpg]


    my smal scene inspired by The Last of Us, small but it was dam hard to make it in a week lolz - loads of work, since it was first scene made with my own custom assets

    oh and still is a WIP i guess, but i have time to only work with skydome atm

  • Minos
    • July 12, 2013 at 5:39 AM
    • #10,313

    Looks cool, lighting looks very flat though! Get some gradients in there, they are the reason the interiors look so good in Last of Us 10 seconds paintover:

    [Blocked Image: http://i.imgur.com/1vKYvfK.jpg]

  • BJA
    • July 12, 2013 at 7:11 AM
    • #10,314

    Nice little scene, good choice of colors I would rework the floor tiles a bit. Imo, the space between the plates is too wide and dark resulting in a kind of comic-look. The tiles used for the walls are way better.

  • knj
    • July 12, 2013 at 7:35 AM
    • #10,315

    good tips, but don't get mi started on light in UDK, that scene needs 15 min to bake light only to preview quality, don't want to try production i really hope they will step up with UE4, but Minos i have very similar resoult before but i figured out it was to dark but thx will tweak it a lil bit more


    BJA i was thinking about it as well but they used very simillar tiles in TLOUS

  • TarrySruman
    • July 12, 2013 at 7:43 AM
    • #10,316

    dynamic light master race


    we dont need visual quality where we're going

  • Minos
    • July 12, 2013 at 6:26 PM
    • #10,317
    Quote from knj

    good tips, but don't get mi started on light in UDK, that scene needs 15 min to bake light only to preview quality, don't want to try production i really hope they will step up with UE4, but Minos i have very similar resoult before but i figured out it was to dark but thx will tweak it a lil bit more


    BJA i was thinking about it as well but they used very simillar tiles in TLOUS


    Wait, that's completely out of control... do you have a crappy PC or are you using 2048 lightmaps? It takes me about 5 minutes to render a full level in high .


    You can also leave the PC on overnight if you are going to put this up on your portfolio.


    If all else fails, just fake those gradients with point lights

  • knj
    • July 12, 2013 at 6:49 PM
    • #10,318

    My PC ROX !! %)

    but for reall, i totally forgot to scale down my LightMaps after testing some shit - LOLz at me, thx Minos

  • knj
    • July 13, 2013 at 4:04 PM
    • #10,319

    [Blocked Image: http://files.tinypic.pl/i/00415/87yvvjqha571.jpg]


    [Blocked Image: http://images.tinypic.pl/i/00415/mpvyc4iwucgf.jpg]


    no more time for this ATM, but i hope it looks better

  • Thrik
    • July 13, 2013 at 4:10 PM
    • #10,320

    Big improvement! Crazy how much magic light can add. But like they say about photography, it's all about light really — can't see shit without it.

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