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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Oski
    • April 24, 2006 at 6:38 PM
    • #2,001
    Quote from KungFuSquirrel

    Revisiting the "Eclipse Redux" idea...

    What i like most about your maps is how they melt all content together so well. You cant really decide what is modeled and what is brushed.

    Voodoo, your maps looks damn good too. The brushwork is just abit too rough i think.

  • Zacker
    • April 24, 2006 at 6:58 PM
    • #2,002

    Very nice KFS, that shot is just super sweet mapping and attention to detail as usual from you. It is also good to see that you avoided the ugly ultra-sharp shadows D3 maps sometimes got.

  • KungFuSquirrel
    • April 24, 2006 at 7:28 PM
    • #2,003

    thanks guys

    Quote

    Yaaaay. That looks a lot better than what you first posted. I knew you could do better

    Indeed, I was looking at it yesterday and just like "...what the hell is this?" Still quite a lot of work to go, but it's getting there finally!

    Quote

    What i like most about your maps is how they melt all content together so well. You cant really decide what is modeled and what is brushed.

    A lot of that credit I think goes to the engine and content. Unified lighting really helps mask that difference provided the content also can bridge that gap, and I think the stock D3 content does that very well (way better than a lot of our Q4 content). Add to that the ability to build some crazy curved stuff straight out of the editor and you can really blur that line.

    Quote

    It is also good to see that you avoided the ugly ultra-sharp shadows D3 maps sometimes got.

    It all comes down to multiple light sources. If you just do one light, you're going to get an ugly black line. Get some fill lights and multi-directional sources and you're getting somewhere. The shadows are as sharp as they ever were, but once you get something filling in the blackness it's nowhere near as noticeable. Plus in cases where the shadow actually fades out as one light source gives way to another, it feels even less stenciled. I may even use a slight ambient light in the final version to nudge things up a hair more, but that can lead to nasty normal map artifacts so I like to avoid them if I can.

    While on the subject, also should be said that multiple light sources are also really key to pull off normal mapped geometry on textures. Seeing different parts of the texture highlight with different colors makes all the difference and helps them 'pop' into perceived 3d. It's especially impressive on a good normal map wrapped around a curve, where you lose that perspective that flattens them out when you get up close to a wall. I've seen a few good textures that almost look believably parallax-mapped set up that way. Pretty cool stuff.

    whee, yay rambling. Hopefully that's useful for someone, even though I'm sure many here are already getting pretty intimate with this stuff.

  • von*ferret
    • April 24, 2006 at 7:29 PM
    • #2,004

    Nice "shpleal" on lighting

  • RD
    • April 24, 2006 at 7:34 PM
    • #2,005

    looks great voodoo. I thought it was source (compliment)

  • KungFuSquirrel
    • April 24, 2006 at 7:38 PM
    • #2,006
    Quote from RD

    looks great voodoo. I thought it was source (compliment)

    I actually did too; at first I thought some of our textures had found their way over there which was an odd thought... wasn't until I picked up on the hangar caustic shader (the blue orange bit) and the light textures that I caught on.

    What textures are those, by the way? Your own, or some custom set somewhere? They look really nice.

  • MJ
    • April 25, 2006 at 11:30 AM
    • #2,007
    Quote from KungFuSquirrel

    Revisiting the "Eclipse Redux" idea..

    why d3 tho?

  • VoodooBenshee
    • April 25, 2006 at 12:10 PM
    • #2,008
    Quote from KungFuSquirrel

    I actually did too; at first I thought some of our textures had found their way over there which was an odd thought... wasn't until I picked up on the hangar caustic shader (the blue orange bit) and the light textures that I caught on.

    What textures are those, by the way? Your own, or some custom set somewhere? They look really nice.

    big thx, yes the stone texture are selfmade i have them with different versions, some darker, lighter, with broken effects ect, i use them later when the layout is ready and the gameplay is finished

  • KungFuSquirrel
    • April 25, 2006 at 1:58 PM
    • #2,009
    Quote from MJ

    why d3 tho?

    well, it's the editor I use at work and thus am most familiar with, has the greatest amount of raw geometric control of any editor on the market, a kick-ass lighting system, and a great selection of clean-ish sci-fi textures and content.

  • alexroyce
    • April 26, 2006 at 3:26 AM
    • #2,010

    [Blocked Image: http://www.alexroyce.com/alexroycemaps_pics/random/windows3.jpg]

    I think its done.

  • Minos
    • April 26, 2006 at 3:29 AM
    • #2,011

    How did you get such perfect lightmaps ? Did you decrease the lightmap scale or what

  • alexroyce
    • April 26, 2006 at 3:32 AM
    • #2,012

    Yep, through making the lightmapscale 1 and lightblocks, you can get some really nice shadows. Smoothgroups help aswell.

  • Minos
    • April 26, 2006 at 3:35 AM
    • #2,013

    oh yeah nice. My only complaint is that industrial lamp, it looks a bit out of place imo.

  • Polaris
    • April 26, 2006 at 3:45 AM
    • #2,014

    Looks cool, I like the contrast between the outside and inside.

    Didn't you get hired by IW or something? How did that work out?

  • alexroyce
    • April 26, 2006 at 3:58 AM
    • #2,015

    Moving down to CA on the 3rd, starting work on the 8th. Dream job

  • Tarky
    • April 26, 2006 at 4:01 AM
    • #2,016

    Nice stuff alex!

    And good work on the job!

  • General Vivi
    • April 26, 2006 at 4:39 AM
    • #2,017

    could you provide another shot of the room from a different angle? i would like to see more

  • Polaris
    • April 26, 2006 at 4:53 AM
    • #2,018

    On the left wall there is a line but it just ends in the corner, is that intentional?

    It would look better if it could continue imo.

  • Polaris
    • April 26, 2006 at 4:54 AM
    • #2,019
    Quote from alexroyce

    Moving down to CA on the 3rd, starting work on the 8th. Dream job

    Do you really get to work on CoD3?

  • von*ferret
    • April 26, 2006 at 5:16 AM
    • #2,020

    I am sooo bloody jealous of your job Say hi to badmofo!

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