Transit A Short . Still heavy work in progress.
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Transit A Short . Still heavy work in progress.
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finally finished detailing this map
I can definitely say that this is my best work so far
workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=676144533
open this spoiler for new screens
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@BreadParticles
Great polish. It looks fantasic. Wow there are a lot of places to hide though. I'd be paranoid as hell playing on that map. Feels dangerous but that's not a bad thing.
Quote from LizardPL6 hours ago, LizardPL said: Transit A Short . Still heavy work in progress.
Spoiler
Luv the cleanliness, the balance in the detailing and your trims that frame and really help to pop everything ![]()
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Pretty happy with the overall structure, needs to be a bit brighter/detail around the floor n stuff.
Also if you guys wanna see a video of the whole current level in action: https://www.youtube.com/watch?v=a1m6ioLho0c&feature=youtu.be
If you're interested in working with me feel free to hit me up.
Quote from Comfort Jones5 hours ago, Comfort Jones said: Pretty happy with the overall structure, needs to be a bit brighter/detail around the floor n stuff.
Yeah your environment light looks like it has the default value of 20 brightness for ambient (whose idea was that anyway, like having fog enable set to off on fog). You may know already, but I find a brightness of around 260-300 and an ambient of 160-180 does a pretty good job of faking GI. Though I'm not sure which version of the engine you're using. If you have access to HDR you might need to play with it to keep your dark areas dark.
Quote from CoraBlue35 minutes ago, CoraBlue said: Yeah your environment light looks like it has the default value of 20 brightness for ambient (whose idea was that anyway, like having fog enable set to off on fog). You may know already, but I find a brightness of around 260-300 and an ambient of 160-180 does a pretty good job of faking GI. Though I'm not sure which version of the engine you're using. If you have access to HDR you might need to play with it to keep your dark areas dark.
It's definitely around 200, but the contrast change in the color correct is prob making it more extreme. I'll try bumping the ambient up or something.
Edit-Increased the ambient light a bit, also added some fake ambient lighting near the entrance/windows. Definitely looking better: [Blocked Image: http://images.akamai.steamusercontent.com/ugc/264960974886364701/4DFF3356214A5003A5ECD6AC1871C9FB0D2C28FC/]
Beginnings of an aim map set in a aircraft production hanger:
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Credit for the plane model goes to @spence all though it has been recoloured to better fit the theme.
Quote from Quotingmc41 minutes ago, Quotingmc said: Beginnings of an aim map set in a aircraft production hanger:
Credit for the plane model goes to @spence all though it has been recoloured to better fit the theme.
Dammit Quoting! Finish yor maps! :o:P
Quote from Logic5 hours ago, Logic said: Dammit Quoting! Finish yor maps! :o:P
It is amazing how much interest you get in your map when it is being neglected compared to when you are working on it...
I am not cancelling de_contract, this was just a small side project a friend suggested. I have finished the greybox and will probably do no more as it is just to mess around on. Hope to update de_contract soon.
Trying to get the hang of a newish level building tool in Unity: SabreCSG. It already seems much better for level design in Unity than the popular ProBuilder as it is volume based so you get subtractive brushes and the clip plane among other things (in ProBuilder everything is constructive so building a window or door-frame is tedious). Sabre is heavily based on Hammer so it makes sense.
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Not sure what I'm turning this into. Probably will just keep playing with shapes by adding some balconies and interiors that make sense. I think I remember these kind of pipe + steel frame overhangs from Dishonored..
Sort of new to posting here so tell me if I'm posting too often, but I decided to actually finish this map (I suppose after the graybox is completely done I should make my own thread?). Some new models that I'm mulling over before I UV and texture. Making use of Cobblestone assets where it makes sense to cut down on work and filesize.
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As long as you are not completely double posting on WIP thread and here is fine. I think people post 1-2 shots here to draw attention to their WIP thread bumps (where available).
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A few more weeks and finally it will be ready for playtesting !
Quote from JSadones1 hour ago, JSadones said: [Blocked Image: http://i.imgur.com/GC5T385.png]
Loving the amount of vertical architecture in this. Definitely going to be on the playtest for this one!
^that reminds me of the old aim map, aim_texture_city. haha awesome tho
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Getting some more meshing done on Vacant
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Quote from anonymous636619 hours ago, anonymous6366 said: ^that reminds me of the old aim map, aim_texture_city. haha awesome tho
sky doesn't match ground imo
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