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
  • PhilipK
    • November 19, 2013 at 8:56 PM
    • #81

    Super dirty lighting update. There are a few things wrong with this shot - too dark in the back and the sun is a little weak and pale and the ambient is a bit weak as well. Those issues have been fixed now just don't have a proper shot of it. Also started doing some selective diffuse boosts on colored surfaces. Will probably do on one or two bright floors too.


    Also temporarily pretty much all diffuses are single colors now, so they will start popping in with some more stuff soon. But it will be a gradual addition and we will try to focus some more on material definition and trying to vary that up a bit more. The test here has more broad variation than before making the whole object bright or dark/colorful rather than having a lot of variation within each piece. But do remember it's just colors now so this is the extreme case in the other direction really


    [Blocked Image: http://philipk.net/other/hpk_scene_WIP08.jpg]

  • -HP-
    • November 20, 2013 at 12:40 AM
    • #82

    yap, we decided to go back to the drawing board a little bit when it comes to lighting and presentation.

    All textures are also being retouched, I will be removing much of the noise, and I will be reducing the AO in the diffuse and spec maps to around 10% of what I had. I'll also be doing better use of gloss maps and get a more metallic vibe out of the mats. (Call it next-gen if you will) trying to mimic as much of that famous PBR look as I possibly can out of UE3.


    Also, I think many of you will be happy to hear that we both have decided to release the UDK level and package once we're done with it. I have learnt a great deal by just opening other levels, studying them and essentially reverse engineer them. I have learnt more by just studding the materials from Jordan Walkers bathhouse scene than I did from any other tutorial for example, so if there's at least one dude out there that can learn anything from what we did, than we're happy!

  • Squad
    • November 20, 2013 at 12:44 AM
    • #83

    Really cool initiative to release the source version! I have no experience with UDK myself, but I'm sure there are other people out there that could learn from it!

  • dux
    • November 20, 2013 at 1:05 AM
    • #84

    That is looking far better than what came before the original stuff was far too busy and overwhelming. Much improved.

  • Grinwhrl
    • November 20, 2013 at 2:08 AM
    • #85

    I think the larger planet looked a lot more interesting from the paintover. It took me to the last 2 screenshots to even realize you added one there.

  • -HP-
    • November 20, 2013 at 2:09 AM
    • #86
    Quote from Dark

    I think the larger planet looked a lot more interesting from the paintover. It took me a while to even realize you added one there.


    Oh yeah of course, that planet is WIP, like many things in there!

  • PhilipK
    • November 20, 2013 at 2:10 AM
    • #87

    haha yeah that planet is terrible right now. it's just a 2min "grid" texture on it. It'll get a proper unique hologram planet texture eventually tho

  • cincinnati
    • November 20, 2013 at 2:58 AM
    • #88

    liking the new focus. one thing that stands out to me is the profile of the other towers in the background. they don't seem substantial enough for something that is changing the face of a planet. might be because i first saw a fleet of vacuum-cleaner-sailboats... and then i couldn't unsee it.

    great stuff nonetheless.

  • PhilipK
    • November 20, 2013 at 3:23 AM
    • #89
    Quote from cincinnati

    liking the new focus. one thing that stands out to me is the profile of the other towers in the background. they don't seem substantial enough for something that is changing the face of a planet. might be because i first saw a fleet of vacuum-cleaner-sailboats... and then i couldn't unsee it.

    great stuff nonetheless.

    oh god... cant unsee now either


    Yeah I agree with you, I had a plan to do some more work on those and get a larger structure network hooked up to them: pipelines running between them and some more facility stuff behind them.

    Great point. I'll try to get to that this weekend hopefully.

  • -HP-
    • November 20, 2013 at 3:37 AM
    • #90
    Quote from cincinnati

    might be because i first saw a fleet of vacuum-cleaner-sailboats... and then i couldn't unsee it.


    [Blocked Image: https://i.chzbgr.com/maxW500/3866270720/h04F0F391/]

  • cincinnati
    • November 20, 2013 at 3:46 AM
    • #91

    vroom!

  • PogoP
    • November 20, 2013 at 11:26 AM
    • #92
    Quote from cincinnati

    liking the new focus. one thing that stands out to me is the profile of the other towers in the background. they don't seem substantial enough for something that is changing the face of a planet. might be because i first saw a fleet of vacuum-cleaner-sailboats... and then i couldn't unsee it.

    great stuff nonetheless.


    Hahaha!

  • -HP-
    • November 21, 2013 at 12:25 PM
    • #93

    [Blocked Image: http://i.imgur.com/g1R6vUW.jpg] Some healthy material studies at some unhealthy hours. lol I wanna try and push for the moisture and dense look without it being too much, right now it is too much but man it's really hard to control without it looking weird, I want PBR! I did a pass on all textures, brought them up to a 186 ~ 200 mean, chromes are around 140 ~ 150 mean, i would go bellow that but without a cubemap it starts to soak the lighting with how black it is so you have to make compromises. I'm also currently doing a pass on all specs and gloss maps, added a lot of contrasty and detail to the gloss, and a bit more noise to the spec. I also added the AO to the spec and remove the AO from the difuse, in fact i removed most noise and detail from the difuse maps, i want the slight noise to come from the gloss. (Good example is that floor tile on the bottom left with chrome, rubber and plastic material.) feel free to tear me a new one

  • Nerve
    • November 21, 2013 at 12:47 PM
    • #94

    This is awesome work!


    I've recently registered to help me on my quest to becoming a game/level designer and I can only hope to be this good one day. It seems like everyone around here is a god... so hopefully lots of knowledge to be gained.


    Can't wait to see more

  • FerdTheNerd
    • November 21, 2013 at 11:46 PM
    • #95

    Absolutely stunning work. Loving how the rich orange mixes with the cold blue. The intricate details are great. Can I ask how long you've been working on this?

    Will stay tuned for more!

  • AlexM
    • November 22, 2013 at 1:46 AM
    • #96

    I just read this thread from first post to last for the first time.


    Around page 3-4 my thoughts were "this is done, awesome work" then it just kept getting better and better. Awesome work.

  • selmitto
    • November 22, 2013 at 2:56 AM
    • #97

    *Mapcore's Seal of Quality*


    Superb work, HP and Philip! It's been inspiring to see the progress. Thanks.

  • MaK
    • November 22, 2013 at 10:17 PM
    • #98

    Everything about this has been fantastic, can't wait to see more!

  • 2d-chris
    • November 22, 2013 at 10:24 PM
    • #99

    you guys have taken this up a notch, looking rarwsome

  • -HP-
    • November 25, 2013 at 12:01 AM
    • #100

    Guess we're calling it done now. I'll try and put together that breakdown asap and I'll then need to clean the package and release it for anyone who wants to fly around the scene. Thanks Mapcore, Polycount, Jordan Walker for releasing his scene and allowing me to properly learn UDK, Quixel team for making nDo2 and dDo tools, and everyone who helped us with feedback! You helped it get much better! And of course, PhilipK for kicking so much ass, it was an honor to do scene with him, this guy breathes talent!

    [Blocked Image: http://farm3.staticflickr.com/2833/11025882695_e05112cffe_b.jpg]UC_HP_PhilK_shot1 by HelderP, on Flickr [Blocked Image: http://farm4.staticflickr.com/3741/11026095733_dbf828b64e_b.jpg]UC_HP_PhilK_shot2 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5540/11025979286_262ee8d0fb_b.jpg]UC_HP_PhilK_shot3 by HelderP, on Flickr [Blocked Image: http://farm4.staticflickr.com/3666/11026094253_9b3565d53d_b.jpg]UC_HP_PhilK_shot4 by HelderP, on Flickr [Blocked Image: http://farm8.staticflickr.com/7455/11025880125_18b12435a1_b.jpg]UC_HP_PhilK_shot5 by HelderP, on Flickr [Blocked Image: http://farm8.staticflickr.com/7292/11025977316_4be6e41491_b.jpg]UC_HP_PhilK_shot6 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5516/11026035884_bc28c3e429_b.jpg]UC_HP_PhilK_shot7 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5474/11026092513_a6f1924267_b.jpg]UC_HP_PhilK_extra_background by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5478/11025883215_a1478bb6cb_b.jpg]UC_HP_PhilK_extra_materials by HelderP, on Flickr

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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™