WIP in WIP, post your level screenshots!
-
-
I'll give it a gander Moroes. Definitely needs more work on the overgrown. Going to be making some assets to help with that.
-
A very simple scene after my first few days with Source. Loads to comment on of course but I'm still learning. I applied several techniques in this such as decals, overlays, props, env_sun, etc. So far I'm loving Source

[Blocked Image: http://i.imgur.com/TZbhZdR.jpg]
-
Nice going so far. What's planned for the rest of your week ;-)?
-
Yeah, good progress so far. Looks nice and clean

Might find this useful (assuming you want to change the sky texture - the current one one adds some nice detail). The CSGO skies are near the middle of the page.
https://developer.valvesoftware.com/wiki/Sky_List
To change the sky, go to Map > Map Properties, and paste in the name of the one you want. So sky_cs15_daylight01_hdr for example, would simply require you to paste sky_cs15_daylight01_hdr into the field.
-
Quote from Spherix
Nice going so far. What's planned for the rest of your week ;-)?
Thanks guys. Regarding your question: This is build based on reference shots of the old building where I used to work. So I'll keep expanding (it's a big building) until I feel comfortable enough with the editor to go for a full map.
-
Quote from SpronyvanJohnson
A very simple scene after my first few days with Source. Loads to comment on of course but I'm still learning. I applied several techniques in this such as decals, overlays, props, env_sun, etc. So far I'm loving Source

[Blocked Image: http://i.imgur.com/TZbhZdR.jpg]
Looking good man. I take it you're following tutorials? Which sites are you finding the most helpful?

-
Quote from Nerve
Looking good man. I take it you're following tutorials? Which sites are you finding the most helpful?

Tophattwaffle is really all I needed. Followed his V2 series and I was good to go.
Also, this is great for scale references.
-
Yes Tophattwaffle really does the best tutorials, even after using hammer for years i still learn things in his tutorials ...
-
Did a bit of work on readability, trying to make the map cleaner.
[Blocked Image: http://www.skybex.com/home/readability_01.jpg]
Older one.
[Blocked Image: http://www.skybex.com/home/de_map_02.jpg]
Will add a blend of some sort so that the plaster textures are not just one colour. Older test blend.
[Blocked Image: http://www.skybex.com/home/blend.jpg]
-
Using the blend on walls is awesome. Just started using this in my other map as well

-
Does that mean your walls are displacements?
-
cashed - Agree! Although I am worried about the displacement limit which I think is easy to hit if all walls are displaced

PogoP - At the moment, I don't have any blends on the walls, they are normal bsp. The Hammer shot is a test blend to see what it might look like. But to add the blends, the walls would need to be displaced. Like how de_mirage is almost all displacements.
-
Quote from Pampers
Started working on this again. This time I'm programming instead of doing everything in kismet
early wip etc...External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.It reminds me a game called "Hogs of War" on Playstation.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
This game was awesome
, idk how much time I've spent on this. -
Would it be possible to export the blended texture out and create a normal texture out of that ?
-
This does not really look 3D (although it actually is), but anyways here is a small coding project I am chipping away at.
It is a very, very simple boid based infection simulator not much unlike a zombie apocalypse scenario.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Win32 executable is available here: https://drive.google.com/file/d/0B9NzPN…dit?usp=sharing
-
My first and very simple scene on UDK, it's not that hard once you're used to brushes. I'm supposed to add a jungle around the ruins.
-
Really wanted to learn a bit of UDK, having only ever really used in-house engines and Cryengine before. I'm really impressed with the material stuff, but going back to baking lights feels like such a step backwards in terms of time wasted! Bounce lighting is nice but lightmaps are so tricky to work with.
Still very WIP, just blocking everything out still.
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Library/Screens/interior_03.jpg]
-
Nice work there

I just finished my jungle scene on UDK
[Blocked Image: http://uppix.net/AfuJHJl.jpg] [Blocked Image: http://uppix.net/oi5fZpl.jpg] [Blocked Image: http://uppix.net/ss9fLXl.jpg] [Blocked Image: http://uppix.net/48frYul.jpg] [Blocked Image: http://uppix.net/ObjvCLl.jpg]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!



