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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • PhilipK
    • October 14, 2005 at 7:43 AM
    • #901

    yeah i really dig the look in the second pic. i can imagine some kind of pirate cave somehow there except if it wasn't for those light sources

  • FrieChamp
    • October 14, 2005 at 7:58 AM
    • #902

    That looks fucking sweet.

  • rockdude86
    • October 14, 2005 at 9:48 AM
    • #903

    very nice man! love the atmosphere. the screenshot marking is fine if you ask me...

  • Captain P
    • October 14, 2005 at 10:02 AM
    • #904
    Quote

    the screenshot marking is fine if you ask me...

    Seconded. Those shots look athmospheric, nice work.

  • Mazy
    • October 14, 2005 at 10:50 AM
    • #905

    Looks sweet Reno~

  • Taylor Swift
    • October 14, 2005 at 12:42 PM
    • #906

    That looks Phenomenal

  • Schmung
    • October 14, 2005 at 12:49 PM
    • #907

    Very Nice.

    Maybe some blueish lighting as well?

    Current look is good, not too cluttered, understated, but plenty of detail.

  • D3ads
    • October 14, 2005 at 4:06 PM
    • #908

    Brilliant work there, reminds me slightly of the tomb levels from RTCW

  • Defrag
    • October 14, 2005 at 6:04 PM
    • #909

    I was just about to pile in and say "I don't like the lighting, it's too orange and saturated". Curse you lot. I like the architecture though.

  • ReNo
    • October 14, 2005 at 6:27 PM
    • #910

    The first shot is more final than the second, but both are subject to change. I'm definately gonna do something with the lighting in the second one, and quite possibly in the first. I'll try out some blue and see how it looks - should provide a nice contrast to the orange. Thanks for the comments and positivity guys, means a lot

  • alexroyce
    • October 15, 2005 at 1:37 AM
    • #911
    Quote from D3ads

    Brilliant work there, reminds me slightly of the tomb levels from RTCW

    Same for me. Looks great, although personally id give more sides to the arches.

  • General Vivi
    • October 15, 2005 at 2:18 AM
    • #912

    good job

  • Grinwhrl
    • October 15, 2005 at 3:43 AM
    • #913

    very nice work and brushwork, still looks like soruce to me becuase i map with it.

    Nothing i can see wrong with it, great job

  • Captain P
    • October 25, 2005 at 11:02 PM
    • #914

    Wow, 10 days without a WIP?

    That ends here.

    I'm still working on mudanchee and while those last shots were dark - too dark - the new ones show the work I've don on the lighting, as well as some new (some unskinned) props.

    Here goes:

    [Blocked Image: http://theta.main-hosting.com/~captain/image…hee_v160001.jpg]

    [Blocked Image: http://theta.main-hosting.com/~captain/image…hee_v160004.jpg]

    [Blocked Image: http://theta.main-hosting.com/~captain/image…hee_v160010.jpg]

    [Blocked Image: http://theta.main-hosting.com/~captain/image…hee_v160015.jpg]

    [Blocked Image: http://theta.main-hosting.com/~captain/image…hee_v160017.jpg]

    Comments are welcome, especially about the lighting.

    Oh, and for those that want to check out the layout, here's version 14 of the map (the screenshots are from v16, but the layout is the same): mudanchee_v14

  • ReNo
    • October 25, 2005 at 11:41 PM
    • #915

    Lighting is too white in my opinion. You seem to be going with blue glows, so I'd be inclined to try out a more blue tinge to the lighting. Maybe try having a (subtley) coloured ambient light as well, to provide a nice "base coat" of sorts?

  • Fletch
    • October 26, 2005 at 12:31 AM
    • #916

    Align some of those textures to face to get rid of the bluuuuuur

  • von*ferret
    • October 26, 2005 at 12:37 AM
    • #917
    Quote from Fletch

    Align some of those textures to face to get rid of the bluuuuuur

  • ReNo
    • October 26, 2005 at 1:56 AM
    • #918

    I'm not sure that would help actually. At every point on a displacement surface, the texture coordinates are kept from the initial position. So if you move some vertices on your surface around a lot, the texture becomes distorted. Not a lot you can do about that I don't think, without reworking your displacements.

  • mike-0
    • October 26, 2005 at 2:48 AM
    • #919

    lower the scale on those glows

  • von*ferret
    • October 26, 2005 at 4:32 AM
    • #920

    havn't worked with displacements, infact havn't worked with source, for ever but I know he can at least get the edges to not have seams on the walls. Either way when its that distracting its time to go back to the drawing boards and redesign how you really want to approach that asset.

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