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Arbor Vitae - UDK Scene [WIP]

  • -HP-
  • November 6, 2013 at 8:15 PM
  • -HP-
    • November 7, 2013 at 12:01 PM
    • #21

    [Blocked Image: http://i.imgur.com/1ebEkRb.jpg]


    [Blocked Image: http://i.imgur.com/aI83NWR.jpg]


    updating the thread before bed. 4am shitt

  • PogoP
    • November 7, 2013 at 12:33 PM
    • #22

    Might be good to get some more unique floor pieces that flow together a bit better. In that second shot it's just a jumble of different techy sci-fi pieces. Maybe consider getting rid of the tiled one with the dark trim.


    Also those 45 degree angled ceiling pieces in the second shot are crying out to just be one continuous molded piece of plastic rather than 2 individual panels.


    Just my 2 cents, looking good so far! Got a nice style to it, looks a bit Borderlands esque.

  • mjens
    • November 7, 2013 at 12:54 PM
    • #23

    How could I miss that thread?!?!


    The directions looks very promising, keep up a good work!


    How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...

  • knj
    • November 7, 2013 at 1:06 PM
    • #24

    this is what i call a good material definition, after you guys finish this, i will be fucking giving you 5 headsup a day to make the material break down !

  • Squad
    • November 7, 2013 at 1:32 PM
    • #25
    Quote from seir

    How could I miss that thread?!?!


    The directions looks very promising, keep up a good work!


    How did you crafted the bending parts? It's a bended "cake slice" or it's a one giant mesh? There's a 45* degree wall on the back, it's still modular? I'm figuring the "organic, non-90 degree modularity" right now and I'm interested how you managed to do that...


    Not sure if this is exactly what you're looking for, but would this help you?

  • mjens
    • November 7, 2013 at 1:53 PM
    • #26
    Quote from Squad

    Not sure if this is exactly what you're looking for, but would this help you?


    You can also use "Thiago's Eye Snap ". I don't have problems with snaps and gird points hit. Technically I can do that but I want to see some "living" workflows, maybe I'll get some nice variations of methods...

  • Sentura
    • November 7, 2013 at 5:03 PM
    • #27

    amagad this looks amazeballs

  • Setin
    • November 7, 2013 at 6:22 PM
    • #28

    Oh man. I can't wait to see the finished version. This is already looking pretty interesting. I'm a big fan of the sci-fi mixed with nature theme.

  • KoKo5oVaR
    • November 7, 2013 at 8:09 PM
    • #29

    Looking amazing so far, congrats guys ! and keep on going with the explanations helder ! Btw who made the b&w concept ? it's pretty cool

  • -HP-
    • November 7, 2013 at 9:13 PM
    • #30

    Pampers We just want to do something for the fun of it, we both love sci-fi so much, and there's not enough of it out there, and definitely not enough "vivid" sci-fi either! Also, I'm actually trying quite a bit new env art workflow techniques with this scene. The fact that we're working with only normal maps is one of them, it forced me to focus on shape first, only after I'm satisfied with the shape I'll focus on the dif/spec/gloss and tweak surface detail and material readability. (Add rubber, plastic, metal, chrome, and so on)


    Squad Pretty much, again I feel that's part of the decoration and less about the main vibe of the place. We're trying to pick our battles here but yeah, eventually we'll do a outside / veg pass as well. And I really wanna have some close vegetation near to the big glass as well. The green will help throwing a third main color to the scene. Speaking of glass, mmm, I wanna do some water dripping down the window as well and add a refraction effect. [takes notes]


    PogoP thanks dude! Yeah I was working on it when I went to bed last night, the floor is actually something I'm a little bit concerned right now. It's kinda hard to find the balance, I don't want it to look too noisy and squarish, which is exactly what is there right now. Will keep working on it, tkx for raising awareness man.

    As for the plates, it actually doesn't bother me much, I think I'll wait until the texturing phase to make a decision on that.


    @seir everything on the walls are "lego" pieces. All the pieces that I made are small assets like these. They vary in sizes of course but they're ALL on the grid and they ALL fit to each other, so I keep a minimum grid size of 16. Then I just try out ideas in the editor and build the walls.

    Problem with this is that it's very obvious the "modular look" of it, which is something I don't necessarly have a beef with, if they were ever to build a place like this they would need to be smart about it and build it modular as well. But there are ways to break it up, which is what I'm doing now, adding tubes, more trims, cables and lighting helps as well.

    Now the middle central mesh, that's one mesh that PhilK did, it's the center piece so it requires a more organic look.


    KoKo5oVaR Cheers dude, I did that very quickly using "matte painting" techniques. Gathering machines and tech pieces from various photos and other concept art.


    You guys are fucking amazing, love mapcore for critique! Keep em coming, you're really keeping us motivated.

  • PogoP
    • November 11, 2013 at 5:27 PM
    • #31

    So how's this coming along guys?

  • -HP-
    • November 11, 2013 at 6:55 PM
    • #32

    Well, this weekend was Blizzcon I didn't have time to do anything, and I don't think Philip did either. (Blizzcon was amazing btw!!)


    I did some stuff last night, and I have a gigantic list of shit to do. I will update the thread this evening.

  • PogoP
    • November 11, 2013 at 9:09 PM
    • #33

    Awesome, looking forward to seeing some more.

  • PhilipK
    • November 11, 2013 at 10:05 PM
    • #34

    yeh got some stuff done but not a whole lot as HP said Blizzcon.. Which was awesome


    Should have some updates soon too,

  • -HP-
    • November 12, 2013 at 3:31 AM
    • #35

    So anyway, PhilK did a great job with the new outdoor areas, he made an awesome skydome with two planets, and a mountain in the bg.

    I added some temp vines and whatnot, and I had this idea of placing some holografic looking monitors around the scene, I really like the old fashioned monitors phil made, adds color and it's a cool prop to place around but the old school monitor gives the scene a very 80's sci-fi look to it, so before leaving home for the day I made this quick mockup of possible new monitors to spice up the scene. They're pretty easy to do so unless anyone thinks it's a horrible idea I'll go ahead with it. (it's intentionally exaggerated on this paintover)

    I also added some canopies, I like that it brings color, although I want to make all the vegetation more green and less orangy.


    [Blocked Image: http://i.imgur.com/yWwIGy1.jpg]

  • -HP-
    • November 12, 2013 at 8:21 AM
    • #36

    [Blocked Image: http://i.imgur.com/2JE8zX2.jpg]


    Hurg's interstellar id. He's the overseer master engineer on the plant.

    That AV logo obviously stands for Arbor Vitae

  • -HP-
    • November 12, 2013 at 11:19 AM
    • #37

    Was struggling with the mat editor tonight, unfortunatly I dont think there's a way to enable RT reflections on glass, so I had to do some trickery, bake a cubemap, etc to get this working.


    Added a very soft wobly normal map (needs work still), and the usual glow map, looks much better when looking around but there's a very quick shot from my plane test, can't wait to start using these properly in monitors and such.


    [Blocked Image: http://i.imgur.com/NdHY5Hz.jpg]


    Watching Enders Game was a really good inspiration last night, I wanted to get a similar look to the hologram monitors they have.


    [Blocked Image: http://www.moviedeskback.com/wp-content/uploads/2013/08/Enders-Game-wallpapers-19.jpg]

  • Dennispls
    • November 12, 2013 at 7:41 PM
    • #38

    Sweet job guys! Really loving Hurg here:)

  • knj
    • November 12, 2013 at 8:08 PM
    • #39

    I've already talked with Thrik, to ban your sorry asses from Mapcore !! :v reason ? give someothers dudes a chance

    but for real, great, i'm digging that holo-material !!

    edit:
    I assume it's animated ? YT would be sick

  • -HP-
    • November 12, 2013 at 8:18 PM
    • #40

    I was playing around with some flickering in the tiny pixels yeah, you can have only the glow(emissive) channel flickering and moving tiny distances to simulate even further the look of an hologram but that wont show up on the screenshots so I ditched the idea for now. If we make a flytrhu I'll add that up on there, but it still looks better in motion because you can tell it's glass a lot better since there's some very subtle/wobly reflections.


    I got some feedback about the muddy fog in the foreground, and I could not agree more. I'll try and make the foreground much sharper, contrasty and less muddy, basically increase the spectrum a little bit.

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