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 ![]()
WIP in WIP, post your level screenshots!
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That looks fucking sweet.
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very nice man! love the atmosphere. the screenshot marking is fine if you ask me...
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the screenshot marking is fine if you ask me...
Seconded. Those shots look athmospheric, nice work.

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Looks sweet Reno~
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That looks Phenomenal
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Very Nice.
Maybe some blueish lighting as well?
Current look is good, not too cluttered, understated, but plenty of detail.
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Brilliant work there, reminds me slightly of the tomb levels from RTCW

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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. -
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

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good job
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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
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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
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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?
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Align some of those textures to face to get rid of the bluuuuuur
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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.
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lower the scale on those glows
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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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