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[wip] Virtual Art Gallery in Source

  • mrmonkah
  • May 10, 2006 at 5:04 PM
  • mrmonkah
    • May 10, 2006 at 5:04 PM
    • #1

    Hey there strangers,

    Though im pretty new to this site (and may i say what a spledid place this is!!!!) ive been a photographer for 6 years now and level designer for roughly the same amount of time. Currently at college im working on my final project, a virtual gallery of my photography work. A showcase, with in a showcase.

    So ive been working on this for 2 or 3 weeks now, i have lots of custom textures made (most used::45mb +) be it sometimes alterations on ''valve's'' original textures. Most were photo sourced. The geometry is pretty much final, and the lighting isn't 'far' and the final detailing brushwork is still needed.

    (I think i will just show what i have so far.)

    The gallery is split into 4 area's or space's. The Corridor Gallery, Cube Gallery, Cavern Gallery and Architect Gallery.

    Corridor Gal:

    http://img.photobucket.com/albums/v630/ ... gal03d.jpg

    http://img.photobucket.com/albums/v630/ ... gal03b.jpg

    http://img.photobucket.com/albums/v630/ ... gal03a.jpg

    Cube Gal:

    http://img.photobucket.com/albums/v630/ ... gal02c.jpg

    http://img.photobucket.com/albums/v630/ ... /boo03.jpg

    Cavern Gal:

    http://img.photobucket.com/albums/v630/ ... gal02b.jpg

    http://img.photobucket.com/albums/v630/ ... gal02c.jpg

    http://img.photobucket.com/albums/v630/ ... gal02d.jpg

    http://img.photobucket.com/albums/v630/ ... _gal03.jpg

    Architect Gal:

    http://img.photobucket.com/albums/v630/ ... gal03c.jpg

    http://img.photobucket.com/albums/v630/ ... gal03b.jpg

    http://img.photobucket.com/albums/v630/ ... gal03a.jpg

    http://img.photobucket.com/albums/v630/ ... gal02e.jpg

    http://img.photobucket.com/albums/v630/ ... gal02j.jpg

    http://img.photobucket.com/albums/v630/ ... gal02g.jpg

    Any feedback will be most welcome, i can offer more shots for those who are interested. The images above are from different builds, i should probably take a fresh set of shots of progress 'thus' far.

    Daniel

  • von*ferret
    • May 10, 2006 at 5:23 PM
    • #2

    Looks nice! Great to see a new application of game technology. Keep us updated.

  • AndrewDragon
    • May 10, 2006 at 7:12 PM
    • #3

    looks nice and unusual;)

  • JamesL
    • May 10, 2006 at 7:41 PM
    • #4

    A great concept for a map, looking very nice in all the shots.

    I am curious though, is the map meant to be playable in any form or is it simply a showcase of your work? It might be nice to compile it into a form whereby it could be a playable HLDM / CSS map, showing off your work to an even wider audience. I am sure it would take relatively little time on top of that which you have already spent.

    Any plans on a beta release for testing or simply bug fix purposes?

  • mrmonkah
    • May 10, 2006 at 8:12 PM
    • #5

    okay, i forgot to say what the final 'product' will be.

    Basically the college brief asks us to prepair a piece of work to be showcased in an art/photography gallery. The thing is, we are to complete all the work up until the point of actually displaying the work. In other words, create a piece for a gallery.

    My concept was to make my own gallery, do a fly through, displaying my work and have this 'fly through' projected in a real gallery. Hence, the piece wont be playable nor need testing etc.

    The idea of making a map out of it i really like, to reach a broader audience. And to be fair this gallery is made of bits of maps ive recently built for a MOD project im working on. (Very early stages)

    Thanks again guys,

    Dan

  • mrmonkah
    • May 11, 2006 at 3:17 AM
    • #6

    Hey peeps,

    Finally im approaching a final stage in both the Architect Gallery and Corridor Gallery. A few more images here and there and it'll be final. Pretty pleased with the way the Architect Gallery turned out. Here are some pics:

    A view from the entrance to the architect gallery:

    http://img.photobucket.com/albums/v630/ ... _gal04.jpg

    The first image to come accross, i am especially pleased with the back lighting and water reflection, though it may need tweaking. Depends how much time i can spare:

    http://img.photobucket.com/albums/v630/ ... gal04b.jpg

    Looking back from the last piece you will see this photograph. Especially apt as the end of the crane seems to be supporting the light fixture:

    http://img.photobucket.com/albums/v630/ ... gal04c.jpg

    Through to the other side of the architect gallery, a line of images i relate to my days riding:

    http://img.photobucket.com/albums/v630/ ... gal04d.jpg

    Looking past the riding photo's:

    http://img.photobucket.com/albums/v630/ ... gal03c.jpg

    This is looking down to the entrance to the gallery:

    http://img.photobucket.com/albums/v630/ ... gal04e.jpg

    Im also very pleased with the way this turned out. Bright, airy and pleasent geometry to look at. Its the connecting corridor between the architect gal and the cavern gallery:

    http://img.photobucket.com/albums/v630/ ... gal04f.jpg

    A look down the corridor:

    http://img.photobucket.com/albums/v630/ ... gal04g.jpg

    Next up the Corridor Gallery, where the fly through will START. I think its worth noting that the piece will loop. (IE the camera will finish on the exact same looking geometry as it starts on.):

    First corner to come accross:

    http://img.photobucket.com/albums/v630/ ... gal02a.jpg

    down the stairs and the next turn:

    http://img.photobucket.com/albums/v630/ ... gal02b.jpg

    Finally an overlook of the architect and corridor gallery space's:

    http://img.photobucket.com/albums/v630/ ... hcorid.jpg

    Ill be sure to post an overlook with the entire piece in shot some time soon.

    Daniel 'Monkah' Gregory

  • Fletch
    • May 11, 2006 at 4:29 AM
    • #7

    I would really suggest re-doing the lighting so that there are directional lamps on the artwork (like in galleries). Good, smooth lighting can really map an area look 100% better.

    Also, if you have time, you might want to give some of those flat surfaces some minor 3D flair with some coping or striping. It adds depth, shadow, and breaks up monotony.

  • mrmonkah
    • May 11, 2006 at 11:44 PM
    • #8

    Hey Flech,

    I see what your saying about the lighting, im just not sure the source engine is up to it. 40+ images = 40+ lights. Even though your right, good lighting makes all the difference.

    As for the flat surfaces... which do you mean? Im all for adding additional depth and character. Flat lines are boring.

    Some more cavern picks for the time being:

    http://img.photobucket.com/albums/v630/ ... gal03a.jpg

    http://img.photobucket.com/albums/v630/ ... gal03b.jpg

    http://img.photobucket.com/albums/v630/ ... gal03c.jpg

    http://img.photobucket.com/albums/v630/ ... gal03d.jpg

    Monk

  • Bic-B@ll
    • May 12, 2006 at 4:05 AM
    • #9

    it's not like the lights are dynamic, adding more lights will just change the compile times. i doubt the performance will take a noticeable hit if any

  • mrmonkah
    • May 12, 2006 at 4:20 AM
    • #10

    Mmm, you guys are talking me into this. Perhaps a little off the point of what im trying to achieve but none the less worth it. Im worried about source only being able to handel a max of 6 lights on any 1 surface. I suppose i could limit their shine distance. Hmm indeed.

  • Zyn
    • May 12, 2006 at 12:37 PM
    • #11

    Goody goody, but I'd say you should use smoothing groups on rounded things such as tunnels and pillars, unless it was intended to be so :

    [Blocked Image: http://shatteredminds.net/skit/smooth.jpg]

  • JamesL
    • May 12, 2006 at 12:51 PM
    • #12

    Yeah smoothing groups will improve the look considerably. Also, if this map is purely a showcase and you're not especially worried about performance, then why not double the number of faces on those pillars and tunnels? Might be a bitch to have to re-make them all, but with double the faces they are going to look very sexeh.

  • mrmonkah
    • May 12, 2006 at 1:10 PM
    • #13

    Yeah i think ill redesign the pillars with more faces etc, but as for the tunnels i think they shall be untouched. Well, ill add smoothing groups to the geometry soon enough.

  • Spellbinder
    • May 12, 2006 at 1:54 PM
    • #14

    Wow!

    I have only this to say.

    This blow my mind!

    Oh and one thing more though (damn) i want to walk around!

    Spellbinder.

  • mrmonkah
    • May 13, 2006 at 8:46 PM
    • #15

    Hey again peeps,

    Been working on the cavern gallery a little. Added some misc geometry and glass hand rails around parts of the path. Its a pain in the ass to do but i think it looks ok. (All the walkways will get handrails.)

    http://img.photobucket.com/albums/v630/ ... gal04c.jpg

    http://img.photobucket.com/albums/v630/ ... gal04b.jpg

    http://img.photobucket.com/albums/v630/ ... gal04a.jpg

    Ive smooth grouped 'some' pillars and im happy to report they're lovely and smooth now. (Forgot to screengrab.)

    Daniel

  • mrmonkah
    • May 14, 2006 at 12:32 AM
    • #16

    Okay, a quick overhead of the entire gallery space. If you can see it, i have drawn in a faint red line to show the 'path' through the gallery.

    [Blocked Image: http://img.photobucket.com/albums/v630/mrmonkah/virtualGal.jpg]

  • Bic-B@ll
    • May 14, 2006 at 4:05 AM
    • #17

    it would be best if it were completely linear

  • RD
    • May 14, 2006 at 10:03 AM
    • #18

    Amazing stuff

    Lighting is weak, but the geometry and aesthetics are exquisite. So like Fletch said, work on the lights, it will make things look 200% better.

    The diffrent galleries have diffrent themes , but the light is all the same so you dont really notice it very much. The caves for example could look like this:

    [Blocked Image: http://img117.imageshack.us/img117/7789/carlsbadnaturalcaveentrance5ua.jpg]

    So work on the light Its too brilliant not to

  • Furyo
    • May 14, 2006 at 10:31 AM
    • #19
    Quote from mrmonkah

    Yeah i think ill redesign the pillars with more faces etc, but as for the tunnels i think they shall be untouched. Well, ill add smoothing groups to the geometry soon enough.

    Actually instead of adding faces, you could just as easily use displacement brushes, and with the subdivide tool, obtain perfectly rounded circular shapes. If you're interested in the method and want to see some example of it, let me know

  • mrmonkah
    • May 14, 2006 at 12:19 PM
    • #20

    Hey guys,

    Firstly, Fyryo, yeah im familliar with displaced cylinders, the ones in the cavern are only 8 units in diameter, im not sure if thats a little small to be doing displacements?

    Secondly, the lighting...... i wasn't aware it was 'that' bad despite not really having the patience to compile with each light set up. This said, that image RD, looks very sexeh indeed. I like the green ceiling, as if the water is emmitting light......... perhaps someone could give me a hand with this?

    monk

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