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  3. PaulH

Posts by PaulH

  • CS_Sleuth *Updated April 17th*

    • PaulH
    • March 26, 2008 at 1:05 PM

    Looking good so far m8, i agree with previous comments about the lighting though it could do with the tint being changed. You might also want to experiment with the brightess of it - the sun in that skybox is quite a glaring one yet the ground light is a bit washed out. I say spend some time tinkering with the lighting (even OTT lighting) just to see if anything clicks. Keep it up!

  • WIP in WIP, post your level screenshots!

    • PaulH
    • March 20, 2008 at 5:32 PM

    That's what i said Psycho

    Images

    • uhoh.webp
      • 61.91 kB
      • 1,071 × 325
  • WIP in WIP, post your level screenshots!

    • PaulH
    • March 20, 2008 at 5:25 PM

    Yup looks good indeed..one thing i noticed was you might want to move the texture up slightly on the tree planes (background, first shot) as there's a bit of an edge at the top of each plane where the texture starts repeating.

  • UT3 - DM-Cove

    • PaulH
    • March 12, 2008 at 3:49 PM

    I'll assume you think it should be It's all WIP.

    EDIT: Updated it with some lighting changes to the water. I wanted to have some kind of transparancy to the water where it meets cliffs and land but transparancy + fog cant be done apparantly. Any better though?

  • UT3 - DM-Cove

    • PaulH
    • March 12, 2008 at 1:46 AM

    Thanks I have made some vegetation i havent put much of it in there yet though, its only small shrubs and plants though :\ As for the waterfall it's a static mesh with the water flowing down it, there's a steam emitter at the top and a few at the bottom, as well as some emitters for the spray that comes off it, so as you cross the bridge its spraying all over you. Its all Epics work i just nicked it

  • UT3 - DM-Cove

    • PaulH
    • March 11, 2008 at 10:00 PM

    Couple more WIP shots:

    [Blocked Image: http://img338.imageshack.us/img338/5885/outsidenwer3dg9.jpg]

    [Blocked Image: http://img291.imageshack.us/img291/2963/prisonnewer2ly3.jpg]

    I know there's a small bit of light bleeding under the walls in the prison section, its on my to-do list

  • UT3 - DM-Cove

    • PaulH
    • March 8, 2008 at 1:24 PM

    Ah you could be right, especially given my track record with smoothing groups :roll: Thanks, will fix them up

  • UT3 - DM-Cove

    • PaulH
    • March 7, 2008 at 9:33 PM

    I see what you mean yeah, i think that's because i'm standing back from the house so the whole texture streaming thing is in effect, meaning the wood looks a bit faded and washed out from that spot. Looks better up close...unless you were referring to the picture of just the house on its own, in which case i wouldn't be too sure how to define the edges more :\

  • UT3 - DM-Cove

    • PaulH
    • March 4, 2008 at 11:22 PM

    Its more of a portfolio piece and a university project, so the emphasis is on how it looks rather than plays. I have however tried to work a decent enough layout into it and will optimise it to run as smoothly as possible once i add bots/weapons.

  • UT3 - DM-Cove

    • PaulH
    • March 4, 2008 at 11:22 AM

    Im not sure, i'm confused, I think it's referred to as UnrealED4, maybe Unreal Engine 3...UnrealED3 was used for Unreal Tournament 2004 as far as i know...as long as we all dont think this is a UT2004 map then we're ok The water is a bit dark yes, i've tried adding a slight blue tint to its emmisive property but it ends up looking less realistic. It looks fine in game though once its animated and the sun is reflecting off it.

    EDIT: It is UE3, im just confusing myself

  • UT3 - DM-Cove

    • PaulH
    • March 3, 2008 at 10:05 PM

    Thanks! it's UED4 though It's for UT3...

  • UT3 - DM-Cove

    • PaulH
    • March 3, 2008 at 9:26 PM

    Maps about 60% complete, aiming to have it ready at the end of the month (well i say aiming, i mean i have to otherwise i will fail this uni module )

    Few more shots to show how it's progressing, still lots to do and the town section still isnt in there:

    [Blocked Image: http://img167.imageshack.us/img167/3369/docksun3bc2.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/9948/ruinsearlytf5.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/6044/ruinsearly4ee9.jpg]

  • Crysis Map ~ Vulcano [WIP]

    • PaulH
    • February 26, 2008 at 1:00 PM

    What is this config..is it downloadable?

  • UT3 - DM-Cove

    • PaulH
    • February 24, 2008 at 7:23 PM
    Quote from Thrik

    Caves!

    [Blocked Image: http://img123.imageshack.us/img123/9171/cave3wi4.jpg]

    (The dust in the picture is from an emitter and falls from the ceiling occasionally)

    Made a network of caves behind the waterfall that takes the player all around the back of the level..still WIP as always

  • Crysis Map ~ Vulcano [WIP]

    • PaulH
    • February 19, 2008 at 4:08 PM

    This looks really cool so far HP Am looking forward to trying out the Crysis mod tools

  • UT3 - DM-Cove

    • PaulH
    • February 18, 2008 at 11:39 AM

    Thanks Meo, what are particle boards though? I was thinking of modelling the doors for the houses as i agree, the textures i managed to find dont look right or stand out enough. I'll also have a look into messing up the rooftops as you suggested Freak, thanks guys.

  • UT3 - DM-Cove

    • PaulH
    • February 14, 2008 at 3:00 PM

    I retextured the houses to make them look older and dirtier, added rock bases for foundation support, added rock/dirt textures to the terrain (so now whatever sand there is is sitting on top of the dirt - its not pure sand anymore). I also added smoothing groups to the meshes to fix those lighting bugs:

    [Blocked Image: http://img136.imageshack.us/img136/9235/dirtyhousefj4.jpg]

  • UT3 - DM-Cove

    • PaulH
    • February 13, 2008 at 12:15 AM

    The buildings i have already dirtied up they were on my to do list...Also all the trees are bending as they are all the same mesh (!), i plan on adding variety though later on dont worry about that...the water isnt affected by lighting as much as the materials i am currently using for the fountain and see are unedited Epic ones, i've yet to look into editing them to include my own cubemaps and whatnot. All part of it being WIP As for the buildings not looking tropical, my intention was to make them look piratey, not tropical as such, which is what i've done. The lighting on them will be because i haven't put smoothing groups on some of the items, something that was just pointed out to me. Thanks for the comments Yokai.

  • UT3 - DM-Cove

    • PaulH
    • February 11, 2008 at 12:09 PM

    Cheers Meo, yep as i said i've modelled that building above it just needs texturing, and ive got about 5 more like it to model as well. The town above the beach is going to have a little marketplace area too, all of which i still have to make. As for the lighting, well ive been fiddling with that endlessly, i started at daytime with bright greens everywhere, then changed to sunset for a while (see my sig), then went back to daytime but more realistic, with greens toned down and slight colour correction. Im happy with it the way it is for now though no doubt things will change before i release it, they always do

  • UT3 - DM-Cove

    • PaulH
    • February 10, 2008 at 10:24 PM

    Are you trying to imply i didn't research If i came across modern day images like that i most likely disregarded them, not so much use to me as they are bound to have been done up/renovated since the time period so it's not an accurate representation. Also there are variances in style in pirate housing, there are the type i did, the wooden variety you are showing me and another kind:

    [Blocked Image: http://img181.imageshack.us/img181/5307/47917420060510screen007va7.jpg]

    I chose to stick to one theme however for obvious reasons. I did already plan to make wooden buildings however, such as this one i found from the pirates of the caribbean movie set which i have modelled but not yet textured:

    [Blocked Image: http://img181.imageshack.us/img181/4060/140655673978e62f29c6ti4.jpg]

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