This is the only game in history of which I am a fanboy, and I shall defend it with my life.
[Blocked Image: http://www.nerdsociety.com/wp-content/uploads/2008/08/fanboy.jpg]
NONE SHALL PASS!
This is the only game in history of which I am a fanboy, and I shall defend it with my life.
[Blocked Image: http://www.nerdsociety.com/wp-content/uploads/2008/08/fanboy.jpg]
NONE SHALL PASS!
Kickass stuff Pomp, you'll have a job before you know it m8 ![]()
The problem is probably that the lightmap UVs are so close that they use the same pixels in the lightmap image. Move the UVs further apart in the UV layout or increase the lightmap resolution. I think this will solve your problem. With something as crisp as a cube you may also have to separate all sides of the cube in UV space in order to get a sharp shadow edge.
Even if you want to make a "clean" surface you can still add a fair amount of texture variation in the diffuse. It's mostly the spec that decides how clean the surface feels and the spec doesnt always have to go completely hand in hand with the diffuse.
Thanks dudes ![]()
I now work at Starbreeze as a texture artist.
I'm sorry for all who lost their jobs. I'm sure there are brighter days ahead!
Are you sure JeanPaul? How close did you examine it? Did you take reference photos? ![]()
And if you mean the second pic (the ones with eyes) I think you should go see a doctor ![]()
I would rather call it Alienesque or Ridleyscottism, but yeah, you'll probably get more hits with industrial sci-fi ![]()
My main feedback is that the lighting is very bland.
It looks awesome m8
I really like how you have managed to make the electronic lights stand out in a semi-natural way even though the scenes are in daylight. Have allready given you crits on this so gonna settle for praise this time ![]()
I think it looks like a random bunch of platforms and stuff thrown out in the desert. The environment doesn't merge into a unity and there doesn't seem to be a clear vision with the level design either tbh. Sorry if this all sounds harsh, but you should really attempt to atleast group meshes into larger structures or something so there is a contrast in scale (right now there are only smaller structures which seem just "dotted out"). Basically do a couple of strong visual objects that stand out. This would make both the environment and the gameplay seem more interesting at glance. And you should do something about the cliffs imo. Atm they have a very plain and bland texture. I know it is hard to texture large props without having them look tiled, but since they are far away you dont really need a high texture res on them and also you can alphablend between a couple of materials to break the surface up a bit (same thing goes for the ground!). Keep it up.
Oh btw, why does the ground terrain stop at the edge of the level (outside the fence). Keep the desert going until it dissapears in the fog or behind a cactus or something :< Your scene will be more believable for it..
Yeah I agree. I think it could help if I break up the transition between the walkway and the wall in the back because it looks very crisp/digital atm.
More work on lighting and textures:
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha8_01.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha8_02.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha8_03.jpg]
Thanks for all the comments ![]()
Peri: It's funny because I recently complained about the UE3 dof in someone elses work. Guess I don't practice how I preach?
But I do like the effect it has in this scene, cause it produces a cozy misty feeling which I wanted as a contrast to the theme of the level. I can perhaps tweak the values down a bit, but generally I think the UE dof works with quite dense fog (because it simulates how fog looks in reality). I definitely want to go another pass on the arches texture, because it was the first texture I did in the project and the texture style has changed since then.
That's a good idea Pericolos0, I hope I will have time to put some more detail stuff in there.
Here are some new screens:
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_14.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_15.jpg]
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_16.jpg]
Tweaked the light, sky, atmosphere and some old textures to generally get more color variation into the scene. Also added some of the missing textures (not quite done there yet) and some vegetation.
+1 one the more deep blue. But also get the brown/red material colors in there as a contrast. It's starting to look truly awesome ![]()
Just a small update, a wip untextured elevator. Atm I'm trying to piece in the models that are absolutely needed before the level can be called "complete". After that I will get back to making things look better ![]()
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_11.jpg]
Thanks for the warm comments all
I'll update with more screenshots soon. The level will be finished over the next month.
PhilipK: I'm going to add a round red glowing window texture to the glowing surface which might help enhance the effect.
Figured it was time to start my own thread for this project.
[Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_10.jpg]
Many surfaces have still yet to be textured (they only have baked lightinfo on them) in case you wonder about the strangely plain diffuse textures in some places
Atm I am trying to catch up on the texturing as modelling has pulled pretty far ahead.