Aalexanderrr
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Everything posted by Aalexanderrr
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Some assets for my UDK Scene
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Something I have been working on. Still not UV mapped nor textured.
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Looks good. It needs more Rock meshes, however, especially in that deep valley\hole kinda thing on your second screenshot. Make Heightmap terrain and meshes really indistinguishable so that they blend in together in a nicer way.
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Started playing Dead Space. On iPhone. So far I like it much better than any of Dead Space PC games. So much easier to control the player with touchscreen. And it looks awesome, too.
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THE CUBE CHALLENGE: Rules and discussion
Aalexanderrr replied to KungFuSquirrel's topic in Past Contests / Challenges
On a second thought confining the contest only to 2-3 games such as HL2DM, UT3, L4D2 etc would be better. This contest heavily relies on gameplay so it is IMHO important to establish some common map-testing base in order to avoid some bad situations as " Oh you made a map for RoboBlitz... I don't have that game". Just keep it down to 2-3 popular games and the contest will be much better off. My $0.02. -
THE CUBE CHALLENGE: Rules and discussion
Aalexanderrr replied to KungFuSquirrel's topic in Past Contests / Challenges
Are L4D2 survival levels allowed? Survival is not exactly SP but it could be quite fun putting map like that together. As for non accessible area, does area where commons spawn but players cannot access count as one? -
Voted for 1024 one. I think 3 521x521 contest could be fun as well.
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I originally wanted to go for that sorta color and I would have if interior hadn't looked so washed out; orange looked way too dominant. Had to lower saturation a bit and that's pretty much what you see now. Apart from that, this map has reached a point where the map wouldn't fully compile without giving me like 6-7 critical errors. 6000 brushes and 2000 light objects is a bit too much for the engine that is like 14 years old, lol.
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Next build... @ aaron_da_killa : True that but now that I look at it, I have also used blueish sorta color for windows and that is 3rd color in the scene. Adding one more would be an overkill.
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Holy moly it's a disco tech. I think those big red lights need to be replaced by a less in your face colour. Orange, for example. True. Will remove those the next build. Thanks dux and everyone.
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Something that I'm going to be releasing next weekend... Some peeps might recognise this one as I had posted bunch of piccies of this map like ... 100 pages ago?
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"20 Brush" level compo! WIP / discussion thread
Aalexanderrr replied to Campaignjunkie's topic in Past Contests / Challenges
Subtraction? He textured those subtracted brushes with tiles. Rather simple way to do trims in Ued. -
"20 Brush" level compo! WIP / discussion thread
Aalexanderrr replied to Campaignjunkie's topic in Past Contests / Challenges
Allowing infine amount of faces for general brush rule is a mistake in my opinion. In UnrealEngine you can merge huge amount of brushes together. Damn, I even could turn 10000 brshes into one if I wanted to. I think going from unlimited to 20 sounds rather reasonable IMHO -
It highly depends on a style you are going for. If you are doing something simplistic, correct choice would be BSP. If you want something complicated, go for Static Meshes although I'd say brushes with good normal \ shiny mapped textures would look the same for the most part.
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@Keres - Don't even have Max installed. I made all the normal maps and "nextgen shiny stuff" maps by hand in the photoshop. A bit inefficient and takes way too long but the result is rather good.
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Not sure whether it should go in 2D forum or here but whatever. Bunch of self photoshopped textures with normal and speculars included.
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Thank you guys!
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Nope, that's a software renderer. DirectX one does not work properly in the editor.
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UT99 GOTY CTF map.
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Looks good. Think that the fire lighting should be a bit more sourcing and saturated. Geometry looks good otherwise.
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Some generic UT arena that I'm making atm. Map has to look simple this time around since my last one was a bit hard on detailing. All textures are self-photoshopped. Level is unlit so far - haven't gotten to that part yet.
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Well, the idea is that ( at least in UT99 mapping) you use 2 main light colors and 1 additional. Additional is usually used to highlight something important. That's how I usually do it, at least.
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My main complaint is that the place looks way too clean. Unnaturally clean and intact for this kind of building. Make certain parts look destroyed – adding couple of broken wall segments would do the trick. Light looks kinda bland as well - Is it white color that I’m seeing? Aside from being unnatural, it is also very boring to look at. Throw in more contrast – orange ( hmm, fire ) , cyan ( lamps) or perhaps something else that doesn’t look boring.
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That's a very sweet looking UT3 map, dude! By the way, that brick texture you use on the floor looks strange. It would look better on a wall rather than floor.
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Something that I have been working on for the last few months. It is still heavy WIP though. UT99 map that uses Hourences' leet textures. [attachment=0]pericaveroom.jpg[/attachment]
