That's what this thread is for. Post away!
WIP in WIP, post your level screenshots!
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[Blocked Image: http://i.imgur.com/D019xj1.jpg]
okay progress. Wish I could take time off work to blast this shit out.
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pretty noisy floor
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But I maked it

I guess I could use as a trim instead?
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It looks really nice, not putting it down in that sense.

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Quote from Vorontsov
Why does source do this?
[...]
I use 3ds max with the Wallworm Model Tools plugin.
Does your material contain a normal map ?
In that case, is the model origin located inside a block / under a displacement ?
It's normal that it doesn't look exactly the same as in your 3D modeling software, but in your case it seems that it's just darker and more bluish (which could fit to your ambient values in your light_env entity). And if your model is properly displayed, then i guess it's due to your blue light_environment lighting.
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Last screenshot teasing for our student project . Trailer will come tomorrow and playable demo next day. Stay tuned guys !
Revenge of Trishna old school FPS
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I think another carpet trim (or using the main carpet as a trim and making a new main floor) will help it.
I haven't even started to think about the wall detail too which will obviously do a lot to change the look.
Thanks for your help guys

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Yeah on the carpet subject I would say just try to make it more neutral with a less evident pattern: less contrast and more grey. Dark colour is for accent, see Agency

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Whaddup gentlemen, this is a screenshot from my in-progess and heavily incomplete CSGO map, de_progeny (which I am also entering into the mapping competition).
The map currently exists in a playable (competitive/classic modes only) state and I'm having trouble finding exposure and helpful feedback. If you're interested, take a look-see at the link below:
http://www.reddit.com/r/GlobalOffens…_by_de_prodigy/
Thanks very much!
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@bsr Prince of Persia has to be my all time favourite game series
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Quote from LATTEH
More, More! More!
Should I ? hmm let see what I have...
This is in the same map, still in Forgotten Sands, it is at the start of my map. This is an early version because I cut the hole for the door on the right (it's a full wall in the final version). The meshes with the white edges are early draft of the level artist, "overlaying" my meshes (which are collisions). I added the waterfalls setup in the hole in the middle of the picture (in the engine).
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Part of a little scene I made over the course of about five hours this afternoon, running in Quake Live. I was inspired after playing the Hijacked Well level in Rage this morning. Not completely sure I will make this into a playable level or not, but I will probably will finish the scene at least. I will eventually model the cave walls, lights, pipes and maybe even the archways.
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Flat view makes everything look better!
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/flat_01.jpg]
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Quote from PogoP
Flat view makes everything look better!
[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/flat_01.jpg]
good thing TF2 just released their workshop!
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