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  3. 2d-chris

Posts by 2d-chris

  • Random Photo Thread

    • 2d-chris
    • July 31, 2013 at 4:22 PM

    I've setup a page on Facebook to keep track of all my photo work, if your at the very least curious pop by and say hello ^^ https://www.facebook.com/2dchris

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • July 31, 2013 at 4:46 AM

    I'd thicken the air with dust motes and some light shafts too ^^

  • Solutions/Ideas for Technical Problems

    • 2d-chris
    • July 29, 2013 at 3:24 PM

    http://www.world-machine.com/about.php

    +

    http://www.o-openuniverse.org/story/dune-gen…n-world-machine

    might be worth a shot

  • Random Photo Thread

    • 2d-chris
    • July 26, 2013 at 2:32 PM

    old harry rocks near my home town in Dorset


    [Blocked Image: http://farm8.staticflickr.com/7354/9371176530_d5e4dbd317_h.jpg]

  • Pacific Rim

    • 2d-chris
    • July 24, 2013 at 5:26 PM

    yeah this movie was sick, totally nerded out on the weapons and scale of everything, agreed that the scenes where hard to read, too many night shots and lighting was a bit confusing due to the scale of everything, but I had a blast of time for sure

  • Cryengine Interior Lighting Tips?

    • 2d-chris
    • July 19, 2013 at 12:55 PM

    well we use point lights to simulate bounce/gi too, but yeh also environment probes, they are often used to darken areas (negative lighting) we also had negative lighting on point lights, not sure if SDK has that functionality

  • Cryengine Interior Lighting Tips?

    • 2d-chris
    • July 19, 2013 at 11:04 AM

    vis areas, environment probes, point lights, point lights with projector textures and area lights. Tricky bit is merging inside to outside. Very similar to unreal really, except you don't bake lightmaps ...

    some tiny corridors in crysis 3 have up to 100 entities for lighting and rendering effects, it's allot of hands on stuff. a good tip is to make prefabs of a light source and simply update them all in your scene

    if it's an art portfolio scene you don;t need to worry about all the performance considerations, that's where it gets tricky

    A typical wall light would contain, the light model itself, a point light with projector for direction, a point light offset for ambient fill,a point light for lens flare and a geom entity light beam model. Sounds like a shit ton of work but it's about the same even in source engine. Dynamic shadows are usually only cast from the main directional projector light.

  • DOTA 2

    • 2d-chris
    • July 17, 2013 at 10:08 PM

    I'm pawning bots with bloodseeker, muwhahaha

  • Steam Holiday Sale Discussion and Recommendations!

    • 2d-chris
    • July 13, 2013 at 8:36 PM

    just got dark souls and sins of solar empire

  • How did you learn what your know today?

    • 2d-chris
    • July 9, 2013 at 9:12 PM

    yeah that control g shit to play a crysis map is insane

  • How did you learn what your know today?

    • 2d-chris
    • July 7, 2013 at 10:24 PM

    haha I remember trying about 100 compiles to figure out how to make a hl ladder work, these days you'd have about 20 youtube tutorials ... ok shit I sound old,time to go off and play with my garden swings

  • How did you learn what your know today?

    • 2d-chris
    • July 7, 2013 at 3:38 PM

    making shit, if you do it enough you keep getting better

  • Pacific Rim

    • 2d-chris
    • July 6, 2013 at 5:44 PM

    fuck yer, swinging this here little oil tanker and a weapon, im sold

  • 2 Maps for Fistful of Frags

    • 2d-chris
    • July 5, 2013 at 6:07 PM

    fist full of frags was seriously one of the best tmes I had playing an FPS, maps look really good and totally fit

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • June 29, 2013 at 6:48 PM

    That's the golden question really, you usually run into such troubles when you just throw some stuff together without really planning it.

    Look for photo reference and simply take notes of areas that are the kind of scale you'd like, then you should have a list of assets and structure changes you need to do. Also CS (and allot of other games) have very compressed scale to add boundaries and such, so take that into account.You don't need to show everything to give the feeling of a setting and working by yourself you prob won't be able to, so, do you want to make a temple, a village, a forest with some buildings, mountain pass? If your ambition is to do all of those you have your work cut out

    I always liked the contrast in Rainbow Six, some maps are really small warehouses with every room accessible, verses the large open terrain of their snow wilderness with just a few lodge buildings. Don;t bite off more than you can chew, pick your battles.

    When I make a rough layout I usually find my scale is a bit big, I've not yet met a level designer who nails the scale first time, when art starts to go in it becomes all too apparent - you do get better over time and experience though, changes are less severe the more you do it

    PS: the answer is not to add more stuff into it, problem is structure and scale ^^ can solve this with elevation changes, large visibility blockers (buildings, cliffs etc) and only then should you try and fill spaces with props.

  • Escape Plan (formerly known as The Tomb)

    • 2d-chris
    • June 29, 2013 at 6:02 PM

    pretty neat concept too, will prob go and see this for sure.

  • A Hat in Time on Kickstarter!

    • 2d-chris
    • June 29, 2013 at 2:46 AM

    grats guys, really like what I'm seeing in those progress vids!

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • June 29, 2013 at 2:41 AM

    hehe cool, reminds me of this old beauty, remember testing this ^^ [Blocked Image: http://www.counter-strike.pl/pliki/images/2003/05/cs_shogun02.jpg]

  • Routine

    • 2d-chris
    • June 27, 2013 at 1:31 AM

    I hope they take this rise in exposure and invest a little more time and money into this and make it really something special, they've got peoples attention now they just need to not mess it up and rush it

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • June 26, 2013 at 12:42 AM

    I think it's much simpler, you've gone for an autumn setup but the sand is just about the only thing that would not change given the time of year, simple google autumn and you have the answer https://www.google.co.uk/search?q=autum…tN8bLtAafpYDgBw

    [Blocked Image: http://www.fotoviva.co.uk/PhotosStock/Au…t-landscape.jpg]

    the ground, sky and atmospherics all fit the time of year, no need to reinvent the wheel.; I think this in general is a time we often forget in games and is quite honestly the most beautiful of them all

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