I took it
it's the entrance to the office I work in.
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different ang.
It may well be that part of the issue here is that it's reflecting too much...
I took it
it's the entrance to the office I work in.
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different ang.
It may well be that part of the issue here is that it's reflecting too much...
I think it reflects probably as much as it should, but in your reference, the spotlights are the reason why one doesn't see too many reflections,I guess. I may be wrong though
yeah I'll need to review further. I'm working on other areas just now but I'm going to try fix this before posting my next workshop update.
Nice entrance, very high tech ![]()
@Vaya I was reading a book and I stumbled upon various example of reflecting surfaces. And it does point out that your idea should work perfectly!
Because in this link, the reflections on the red wall are paint reflections and they do look very different. The green stairs are more like it, but the fact that they are a bit translucent shows that plastics or frosted glasses may not be what is best in your case because it isn't translucent a bit.
Some more detailing and a little more face-changing around B spot.
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Progressing Progress
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Still wip and no detailled, but there is no screens since 28 june so... ![]()
Looks great!
Any tips on ongrid surf ramps? This isn't working too well.
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Quote from onebitLooks great!
Any tips on ongrid surf ramps? This isn't working too well.
Sadly on-grid surf ramps are never going to work unless they're entirely flat. I can't really think of a way to explain why other than the fact that surf ramps need to have a consistent cross section or gradient.
If you really need to avoid off grid vertices I'd suggest exploring converting your ramps to models or making them in modelling software in the first place.
Otherwise, this is a pretty decent tutorial on how to make the most consistently bug-free surf ramps: http://source.gamebanana.com/tuts/10863
Started out on a challenge level for Enclave (older Starbreeze game) and actually intend to finish this one! Geometry is mainly done, and now I'm working on AI scripting.
I'll toss up a thread with the process of this one a bit later.
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Cool, ogier, long time no see. Worked with it at sbz1.
Wow, that looks rad, Amran! ![]()
Amaran: It feels like Quake 1, great mood. A bit dark, you could decide what you want to show in the composition and light it a bit. Snow on stuff could be more consistent, some elements are covered with snow and some are naked, looks weird but dude, I'm waiting for more screens, it got me excited! ![]()
Quote from HipshotCool, ogier, long time no see. Worked with it at sbz1.
Quote from DeathyWow, that looks rad, Amran!
Quote from seirAmaran: It feels like Quake 1, great mood. A bit dark, you could decide what you want to show in the composition and light it a bit. Snow on stuff could be more consistent, some elements are covered with snow and some are naked, looks weird but dude, I'm waiting for more screens, it got me excited!
Thanks for the feedback! The Starbreeze engine is brush based with splines, so it lends itself well to the Quake style. I highly recommend Enclave for all the great level design the folks at SBZ did.
Lighting dark levels for me has sometimes proven a bit tough, so suggestions on this is always helpful. The games default brightness seems to be a bit higher but didn't come through in the screen captures. Does it seem like it should be brightened overall?
There are definitely spots where I may have taken liberty with the snow in order to line everything up. Although tempted to bring in some custom materials, and even try adding projected snow textures, I decided to instead work within the limitations of the original set.
I'll put some more details in the thread once I get around to posting it. ![]()
I agree that it's dark. There is also a real lack of blues. I'd like to see you embrace the blorange in those shots.
Really interesting stuff though. I like it a lot.
I've been inactive/offline for the past 2 months; life hasn't been easy on me.
I'm slowly getting back to my pending projects, some of them for more than a year now.
I see the site has changed graphically (interface), for the better, and I noticed a LOT of new members that I'm unfamiliar with.
I'm toying around with a night setup/3D skybox for the upcoming 3rd map in the New York trilogy (after East Borough and Brooktown) for CSGO.
Here's a quick shot from a test map:
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I'll be posting WIP threads once there is solid progress on these projects (for CSGO as well as for Black Mesa and Pirates, Vikings & Knights)
Cheers
Nice start ![]()
I think it would look better though if the unlit parts of the buildings would be darker. Like in the picture below.
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Quote from SquadNice start
I think it would look better though if the unlit parts of the buildings would be darker. Like in the picture below.
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Agreed ![]()
Will have an overlay layer with darker levels to dim the buildings.
Tried to jump on the night map bandwagon to see how my map looked like on different condition, I still think it looks crappy D:
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Those stairs going down are supposed to lead to underground metro.
Also, will2k that skybox looks aweeeeeessoome! I was thinking of using something like that for this map, just a bit more Dubai themed, still have not decided about the night theme though ![]()
what's with all the night maps? :???: Anyway, modeling out some assets to give the sites a bit more characteristics.
Suggestions on the overall aesthetics would be appreciated. I know some of the assets could use some work but I'm planning on refining them once I get the map to that "90% finished" phase.
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