Messin' around with Cryengine. Very early days yet, got loads more to add! I'll start up a thread soon ![]()
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Messin' around with Cryengine. Very early days yet, got loads more to add! I'll start up a thread soon ![]()
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_02a.jpg]
Working on a climb (kreedz) map for cs:go; porting kz_man_everest from 1.6 to go.
Part of the internal cave structure; lighting needs work.
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Brightness cranked up a notch via Photoshop here;
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Both the inner caves and outer mountain structures are quite blocky/square cause the map came from 1.6. I'm currently in doubt if I want to use displacements on tons of surfaces to create a bit more realistic shape here and there, I am however in doubt if this will cause performance issues.
Well, displacements are quite cheap to render, but if you have a gazillion of them, it might add up. You can take a look at how they did it in the HL2:EP1 (or was it EP2) cave levels.
Displacements render very cheaply. Personally I wouldn't worry about it
You can have pretty much as many displacements you want and FPS will barely be affected. However, they bloat the ever living shit out of the filesize and no one wants to sit around and wait while a 200+mb map downloads from a server. What you have so far doesnt seem like it would be too much of a problem though.
The insides aren't that bad indeed, but the main outer structure is this:
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Right after decompile in Hammer;
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Hence I wonder if I should go on with it, I kinda realized too late that I should have been using displacements from the start in certain areas, I went ahead without any planning
Perhaps I'll leave it in brushes to 'honor' the original map. It's a port after all.. :X
Honestly it might not be so bad, but then again I've never found working with displacements to be as unpleasant as others
What FONT is used in those diagrams Setin?
The FONT is called AddElectricCity. I can't remember where I found it online, you can probably just Google find it pretty quick.
So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now..
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Reminds me of first Resident Evil PogoP; moody and nice, i can see the floor on an iMac if i'm with a brightness more than 25% (i keep it lower for general use until i play or watch a movie).
Quote from PogoPSo I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now..
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[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_01b.jpg]
I would also add some lighting in the level itself for some circular blue ambience
I'd thicken the air with dust motes and some light shafts too ![]()
Yeah liam, make it good already ![]()
Thanks guys! All great ideas, I'll work on them ![]()
Need to get a lot more modelling and texture work done, but it's always tricky trying to find the balance between doing ambient work and modelling!
Both are pretty important in a scene. But I guess it depends on what you are trying to portray.
I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine!
Been basically following Tor Frick and Hourences tutorials and making this test scene. I wasn't gonna post anywhere, it was never my intention but I guess I might as well finish it. Lemme know what you think, I wanna work on the vegetation this week and move on to the next scene.
Feels good to do some personal work btw, hurray!
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Luuks gud bruh. Maybe a tad too yellow to my taste.
Dat blinding yellow. Reminds me of Double Agent's Kinshasa mission.
Maybe make the shadows a little more readable too, perhaps some kind of darkish blue instead of the grey colour you have now. Are these your assets or UDK ones?
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