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  3. Level Design

Shack (UE3) [update: september 5, Near final screenies]

  • Drevlin
  • July 11, 2007 at 12:56 AM
  • Drevlin
    • July 11, 2007 at 12:56 AM
    • #1

    So this is the near final version of the scene. There are a few loose odds and ends but the next update will be posted in the "finished level" section.

    Feedback is more welcome than ever so be picky as you enjoy the next 12 shots

    A note: Decided to skip the water as both version of watermaterials I've experimented with have been a tad too expensive for the scene.

    Latest images:

    September 5

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/01.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/02.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/03.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/04.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/05.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/06.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/07.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/08.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/09.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/10.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/11.jpg]

    [Blocked Image: http://www.lidstrom.nu/tomas/050907/12.jpg]

    (Update September 3)

    Sorry for the lack of updates, real life catching up with me.

    Heres a few pictures.

    http://%7boption%7d

    http://%7boption%7d

    First pictures posted:

    http://%7boption%7d

    http://%7boption%7d

    Update August 4:

    Spent some more time working on the scene. Made a bunch of props and made some terrain. Also took care of some stuff that was mentioned in this thread.

    The mountain in the pictures is my first model I've made using Mudbox. In the next update I'm hoping it will be 100% compleate with effects, some more props and a tree or two.

    Feedback is, as always, welcome. (Also, i cant get images to show up in this thread, anyone know whats up with that?)

    Here are the pics

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    Update: Augst 7

    Mostly spent the last few days tweaking, making sure no gemetry intersects eachother (even tho i'm not compleatly done with that yet), tweaking lighting, making a few more props and what not.

    Next up I'm gonna make a few more props (fishing equipment and possibly a raincoat hanging of the wall, some fishing nets spread about) an old wodden boat, water (even tho i have no idea hwo to make water in UE3) and finally try to do some vegetation.

    Meanwhile, enjoy these new pics. I included a shot of the entire area with materials turned off so you just see the geometry and lighting.

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

  • FMPONE
    • July 11, 2007 at 1:58 AM
    • #2

    I think that looks really quite awesome, keep it up

  • Minos
    • July 11, 2007 at 4:56 AM
    • #3

    I love the Diablo 2 (third act) atmosphere:D

  • Drevlin
    • July 11, 2007 at 2:21 PM
    • #4

    Cheers =)

    You're the second one to mention D2 Act 3, though personally it never came to my mind when making it. I'll be moving further away from fantasy with the rest of the scene tho, making it a bit more technological. youll see

  • El Moroes
    • July 12, 2007 at 8:23 AM
    • #5

    It sounds good but I don't like your fog, I thing it's too white when you compare with the rest!

  • Drevlin
    • August 4, 2007 at 3:29 PM
    • #6

    UPDATE

    check first thread

  • Scinbed
    • August 4, 2007 at 3:34 PM
    • #7

    Looks nice..

    Are you lightmapping all of the meshes?

  • Hourences
    • August 4, 2007 at 3:43 PM
    • #8

    Looks good yeah. The candles dont seam to be really bright tho. You should do a multiply with a constant1 to get them to to bloom and look like they really cast light, instead of just looking yellow.

    Bumping up the brightness of their light actors could also bring it more alive.

  • Grinwhrl
    • August 4, 2007 at 4:31 PM
    • #9

    Looks very cool. I agree with Hourences about the lighting inside notbeing bright enough.

  • Drevlin
    • August 4, 2007 at 5:23 PM
    • #10

    Slainchild, yea all meshes are lightmapped.

    About the light, its still a big wip. Last i posted people said it was too bright ;D I'll fiddle some more and see if i can get it to look better and i'll definatly boost the lightsources shinyness.

    Thanks for the feedback:)

    Edit

    The multiply with a constant on the lantern worked out great, will post pics later. Thanks hour!

  • Drevlin
    • August 8, 2007 at 9:04 AM
    • #11

    Update! Check first thread

  • Rick_D
    • August 8, 2007 at 9:32 AM
    • #12

    looking nice

  • Hourences
    • August 8, 2007 at 11:59 AM
    • #13

    Its much better. It would help heaps if there was a sky and all so get started on that

    I know that this is just a fun environment, but in a production you cant lightmap all your meshes and a considerable amount of them should be vtx lit.

    Just for my own curiousity, how long does it take to rebuild this and whats the filesize?

    I am working on an indepth water tutorial for UE3 but it wont be up until october or something. If you want I can give you all the pictures and source files already and you can try rebuilding it already.

    http://users.pandora.be/Hourences/watermaterial.jpg

    IRC for more stuff.

  • JeanPaul
    • August 8, 2007 at 9:07 PM
    • #14

    Wow, that looks awesome. Now did you create all those static meshes? And what game is this for?

  • Buddy
    • August 8, 2007 at 9:43 PM
    • #15

    The only game that is UE3 based and have editor atm is Roboblitz.

  • aevirex
    • August 8, 2007 at 9:52 PM
    • #16

    Cool stuff... I'd love to know how you did the rocks (smoothing groups wouldn't hurt though >_>).

  • JeanPaul
    • August 8, 2007 at 9:57 PM
    • #17
    Quote from buddy the designer

    The only game that is UE3 based and have editor atm is Roboblitz.

    Oh yeah, thats right. HAHAH, this map looks better than the official roboblitz maps

  • Fletch
    • August 8, 2007 at 10:20 PM
    • #18

    Haven't seen it in motion, but I would suggest giving the lights on your lamps a lightfunction to get a bit of flicker to them. Makes a huge difference once you start putting them in.

  • Hourences
    • August 8, 2007 at 10:42 PM
    • #19

    Thatll make all lights dynamic afaik tho..Could be rather heavy.

    But hey, its a demo map anyway.

    And you definitely needs some fog particles:)

  • dux
    • August 8, 2007 at 11:12 PM
    • #20

    No map is complete without fog!

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