1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Arbor Vitae - UDK Scene [WIP]

  • -HP-
  • November 6, 2013 at 8:15 PM
  • Pampers
    • November 12, 2013 at 8:36 PM
    • #41

    How is it working on the dx11 version of UDK now? When I last used it about a year ago it was pretty wonky with some features not working at all, so I had to switch back and forth between dx9 and 11.

  • -HP-
    • November 12, 2013 at 8:39 PM
    • #42

    dx11 is amazing, I only had to switch back to dx9 once actually, which was last night. (Cubemap generation only works with dx9.)

  • Thurnip
    • November 13, 2013 at 1:15 PM
    • #43

    wow.... brutal work

  • Em'
    • November 13, 2013 at 3:27 PM
    • #44

    Amazing work guys, what a slap in the face !


    Is it me or you are using the figure of the flying vehicle from "oblivions" movie on your panels ?

  • mjens
    • November 13, 2013 at 9:55 PM
    • #45

    Nicely shaded materials, are you trying to make it as much PBR as possible?

  • -HP-
    • November 13, 2013 at 10:59 PM
    • #46

    --Em-- Yeap, I did the shader in an evening, I needed to have some temp art to work with.


    seir yeah, I wanna get as close as possible to really good mat definition but keep in mind we still havent made the textures yet, will probably start on those either tomorrow or today even!


    Thanks guys

  • ⌐■_■
    • November 14, 2013 at 2:08 AM
    • #47

    impressed and waiting in anticipation, very high caliber stuff!

  • -HP-
    • November 14, 2013 at 4:56 AM
    • #48

    Cheers KT!


    Good time as any for another WIP, started adding fx, lights, and other smaller things that help the mood alot.

    PhilK did a badass job with the new bg, center piece, props and many smaller things as well. We still need to add the trees in the bg.

    Tomorrow, or maybe even today I wanna start messing around with ddo and finally start to make the dif/spec/gloss.


    [Blocked Image: http://i.imgur.com/l9yvPx9.jpg]

  • FMPONE
    • November 14, 2013 at 5:02 AM
    • #49

    I really like it. I think if you took those water reflections, spaced them out maybe 2x so they're not so bunched up, and splashed them across the entire background/window/orange section of the area it would really tie the shot together. (sketch of this + some added light form the monitors in white) It's great as I mentioned on twitter, really coming into it's own now.

  • tr0nic
    • November 14, 2013 at 7:41 AM
    • #50

    Looks awesome! Is it possible to get rid of the aliasing? and maybe 1920x1080 resolution to give all this great work better justice!! That would make a perfect desktop background once finished

  • -HP-
    • November 14, 2013 at 7:50 AM
    • #51

    Good feedback FMPONE, I'm not sure about overwhelming the whole scene with caustics, I will run some tests and we'll see how that goes!


    tr0nic, when we're done with the scene, I'll generate HD res screenshots of multiple angles of the scene, for now I'll just keep on posting WIP's, but jeez thanks for saying it would be a good desktop already man, it fills my heart!!

  • -HP-
    • November 14, 2013 at 10:27 AM
    • #52

    Here's the "corner" and darker areas too. Focus is obviously the middle of the scene but wanted to give proper love to these areas as well.WIP as fuck, mats look way too glossy, next up, textures!

    [Blocked Image: http://i.imgur.com/nFClLu7.jpg]

  • PogoP
    • November 14, 2013 at 12:03 PM
    • #53

    Yeah, looks like someone went mental with a water hose. Reads more as plastic than metal!


    It's still kinda reading like just a bunch of modular wall pieces put together rather than having a cohesive theme.


    Loving the colours though, even the darker areas have a nice sense of colour rather than just going to black.

  • TeddyBear
    • November 14, 2013 at 1:42 PM
    • #54

    This is getting to be one of the classiest real-time sci-fi pieces ever! Ridiculously impressive stuff Hélder & Philip

  • Jord
    • November 14, 2013 at 2:52 PM
    • #55

    This scene is just incredible. Really nice work guys!

  • Sentura
    • November 14, 2013 at 4:28 PM
    • #56

    Love the first shot, looks almost like a concept art piece! Are you gonna make a video for it at the end so we can see how it looks in realtyme?

  • -HP-
    • November 15, 2013 at 3:13 AM
    • #57
    Quote from TeddyBear

    This is getting to be one of the classiest real-time sci-fi pieces ever! Ridiculously impressive stuff Hélder & Philip


    Thanks to you man, this was all made with nDo2 and we'll be using dDo for the texs as well, so thanks for you amazing tools!


    Sentura yeah, we can do that!

  • Sjonsson
    • November 15, 2013 at 8:33 AM
    • #58

    Wow, this is just spendid work. And you're not even done yet?!

    If there would be but anything miniscule I could mention it would be that some of the open floor areas in the last two pictures feels a bit empty, I don't want yo to put up some lazy crates there but maybe something hanging down from the ceiling like cables or some kind of machinery module, at the same time you might not want it crowded with stuff, I guess.

    One more thing that caught my eye, but it's probably not anything wrong with it - in the last picture the light spears in the ceiling grating look a bit weird to me, it's like I can't figure where the lightsource is located.

    Looking forward to see the final product, great stuff!

  • mjens
    • November 15, 2013 at 12:52 PM
    • #59
    Quote from PogoP

    It's still kinda reading like just a bunch of modular wall pieces put together rather than having a cohesive theme.


    Yep, I have such a module problem at work right now. With that kind of module "density" what Helder shown there won't be problem with removing generic feeling. Imagine that on the second screen there's some kind of support/column in the middle that is well lit and stands out with size, color and form. The feeling of generic env will dramatically drop down

  • -HP-
    • November 18, 2013 at 12:48 PM
    • #60

    ::edit::


    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.

    PhilipK finished his assets too, including the towers in the background, which add alot. (Amazing work dude!! <3) Now we just tweak the textures and lighting to wrap it up.


    I already talked with PhilK and we already have a great plan of action to adress all the issues, for now then, enjoy the following WIPs:

    http://www.flickr.com/photos/helder_…57635165379597/

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 19 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™