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Arbor Vitae - UDK Scene [WIP]

  • -HP-
  • November 6, 2013 at 8:15 PM
  • Nysuatro
    • November 18, 2013 at 1:10 PM
    • #61

    Yes! Wonderful inspiring work guys

  • PogoP
    • November 18, 2013 at 1:13 PM
    • #62

    Looks cool!


    But.. I'm finding it hard to look at in parts now. It's like your eye just can't rest anywhere. Might be because some of those wall panels are so noisy.


    Also, have you added a cel shading effect? I wonder if it might be better with that turned off. It's looking a bit too Borderlandsy now!

  • marks
    • November 18, 2013 at 1:56 PM
    • #63

    So much of this environment literally looks like a BSP cube / flat face with some textures applied to it. Very few parts of it look like they could be an actual plausible structural/mechanical thing. I agree with Pogo aswell about there being a lot of visual noise. I can't really see much material definition/variation either, everything is just kinda ... shiny white plastic.

  • FrieChamp
    • November 18, 2013 at 2:10 PM
    • #64

    Looks cool! But could it be that you/Philip recycled some old textures for this scene? I've got the feeling that I used some of these textures for a NS1 map in 2002, but I don't remember exactly. It could also just be Philip's style

  • Steppenwolf
    • November 18, 2013 at 2:12 PM
    • #65

    Super awesome! You guys are legends!

    If ther's one minor crit that i have it's that the lighting is too evenly distributed. Could use some shadow areas at the back and ceiling for more visual depth and better readability.


    edit: crappy ps of what i'm talking about.


    [Blocked Image: http://i.imgur.com/MFk88Pr.jpg]

  • Evert
    • November 18, 2013 at 2:19 PM
    • #66

    Agree with everyone, looks amazing. I do think that some areas are a bit too busy, maybe remove a few floor panels and fill that area with a more simple surface. Like bland concrete or matte metal of some kind.

  • Pampers
    • November 18, 2013 at 3:50 PM
    • #67

    Yeah some of the panels could have gotten more geometry or get displaced through the shaders, there is so much detail in them, but still the come out really flat, especially the floor panels in pic 4. I also agree on steppenwolfs light crit. Besides that it looks really good, some of the best UDK work I've ever seen!

  • mjens
    • November 18, 2013 at 3:52 PM
    • #68

    Very nice! I hope to see all the modular pieces! Good job, man!

  • General Vivi
    • November 18, 2013 at 4:13 PM
    • #69

    I love this scene! Makes me want to make a game based around this idea

  • Dejavo
    • November 18, 2013 at 4:39 PM
    • #70

    Wow. Great job. I love the subtle grit you put on some of the assets.

    I agree that the scene is a bit cluttered with the current lightning. steppenwolfs paintover feels more grounded.

  • -HP-
    • November 18, 2013 at 5:25 PM
    • #71

    Ahh very interesting points! And kinda obvious actually looking at it this morninh with fresh eyes now, comparing to the WIPs some of that nice gradient in the lighting is kinda gone.

    Mmm, will check with Phil, see what he thinks and try and make some last minute changes tonight before submitting!

    Can always rely on mapcore for good honest feedback. Thanks folks.

  • PogoP
    • November 18, 2013 at 5:27 PM
    • #72

    Also tone down the JJ Abrams style lens flare a bit

  • -HP-
    • November 18, 2013 at 5:39 PM
    • #73

    Ahah ok

  • PhilipK
    • November 18, 2013 at 6:03 PM
    • #74

    Awesome feedback! Thanks it seems they extended the deadline so should give some time tweaking stuff. Agree with readability which I think will come from both lighting and even out some diffuses (also brighten them up generally). I think we can probably get more of the variation out of simpler colormaps but keep some of the variation between different textures instead of within themselves.

  • johan26
    • November 18, 2013 at 6:22 PM
    • #75

    Fantastic work !

  • RaVaGe
    • November 18, 2013 at 7:01 PM
    • #76

    Wow, it's simply perfect to my eyes color wise, the brushwork could looks even more badass if all the piece was rounded


    Really good job guyz i'm jealous.

  • -HP-
    • November 18, 2013 at 7:23 PM
    • #77

    So yeah, deadline got postponed a week, which is awesome!

    I was working on this literally non stop since friday night, my eyes look like two tomatoes right now so a lot of tired-eye mistakes were made, specially in the lighting.


    There's many little fuckups, but the biggest one, was that we waited to make the diffuse maps till the last day. We were using 186 186 186 temp textures with only AO, which I still believe it was a great idea, we focused more on shape that way, problem is when I made the diffuse maps with dDo, the mean dropped to around 120 120 120 average on most textures, making the level really dark, I had to compensate with making the lighting and turning on more emiters, so I turned on glow emitting lightmass rays on most lights, but it's a horrible idea as it washed out all the nice gradients we had before. Among the great feedback you guys are been giving us (THANKS so much for that btw <3) Pericolos0 had the idea of making the center piece stand out even more, this is one of the ideas he had and I love it: [Blocked Image: http://i.imgur.com/pr1iwPl.jpg]


    As for colors, I wanna try and pursue a more vivid look as well, like this the following Mirror's Edge screenshots.

    I believe I almost nailed it with this screenshot in particular, but the background is still very noisy.


    [Blocked Image: http://i.imgur.com/18zdVoT.jpg]


    @PogoP: On it dude, thanks for your honest feedback!

    @marks: That was the idea, keep geo to a minimum and get the medium frequency from the normal map while keeping the difuse maps very clean. (I ended up going way too noisy on the diffuse maps tho, it's too easy to go crazy with noise with dDo)

    @FrieChamp: All the textures were made in nDo2 from scratch for this scene, I took a LOT of inpiration from Doom3, I was starring at screenshots from Doom3 envs for a lot of time getting ideas for the textures, maybe that's where you're getting the resemblance from?

    I also took a lot of ideas from Halo 4.

    @Steppenwolf: That's absolutely it! Cheers!!

    @Evert: Visual noise is definitely one of the things I want to tone down, specially on that interior shot with the squares on the floor, i cringe just looking at it this morning, wtf was i thinking.


    I already talked with PhilK and we already have a great plan of action to address all the issues.

    For now, I'm gonna try and stay away from the scene for a day or two, then get back to it with fresh eyes.

    Thanks again!

  • -HP-
    • November 18, 2013 at 7:29 PM
    • #78
    Quote from PhilipK

    Awesome feedback! Thanks it seems they extended the deadline so should give some time tweaking stuff. Agree with readability which I think will come from both lighting and even out some diffuses (also brighten them up generally). I think we can probably get more of the variation out of simpler colormaps but keep some of the variation between different textures instead of within themselves.


    <3

  • PhilipK
    • November 18, 2013 at 9:25 PM
    • #79

    Big planet in the middle... Yes please! thanks for both those paint overs btw. Great stuff.

  • jaboo224
    • November 19, 2013 at 12:28 AM
    • #80

    Love love love the style. This needs to be in a movie or game.... so original great work you two

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