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©orporatefilth™ got a reaction from Squad in (BETA)De_Subtransit
Just updated my map with a few layout changes and lighting adjustments. The radar still doesn't work right, but i'm still working on it. I think i'll be tweaking the layout for a while until i get it right, and you'll probably see a post for every "important" update. So look forward to seeing more progress soon.
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©orporatefilth™ reacted to mjens in WIP in WIP, post your level screenshots!
Overall it's cool, it lacks detail and polish but it's still WIP so I understand. Anyway, you can put pipes where roof support should meet the wall. It's non-sense. BTW most metro tunnels doesn't need any pillars - that's why it's round, the soil load gets through the construction of the roof to the ground via the curves, no need to hold them but as you found some ref pics with that so it's fine. There COULD be such a situation, it's not usual but can be. Good luck with the level, keep up a good work!
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©orporatefilth™ reacted to FerdTheNerd in WIP in WIP, post your level screenshots!
Hey guys, new member here!
Wanted to post up some pics of my Final Major Project from my final year at Uni. I created 3 Environments in the Unity Engine for a fictional game.
A Slum, Harbour and Science Lab.
These three environments are not playable, their soul purpose was to test my technical ability at creating game art. These are the very first real game environments I have ever made. None of the models have Normal or specular maps as I am only just learning how to create those. (Normal mapping and high-poly sculpts are my latest challenge)
CGTextures was a huge resource for me at the time, I now want to focus on making my own custom textures for future projects,
I have another environment in development in the Unity Engine that will make extensive use of Normal and specular maps (Unlike this project), high-to-low poly models and more complex lighting techniques. That's too early in development to show anything useful though.
Each environment was created in Unity, all assets were modelled in Maya. Any feedback would be great!
Screenshots:
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©orporatefilth™ got a reaction from catfood in WIP in WIP, post your level screenshots!
This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.
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©orporatefilth™ got a reaction from syver in WIP in WIP, post your level screenshots!
This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.
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©orporatefilth™ reacted to DrywallDreams in WIP in WIP, post your level screenshots!
What about de_tubes?
I want to see it in action! The layout looks great so far.
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©orporatefilth™ got a reaction from esspho in WIP in WIP, post your level screenshots!
This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.
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©orporatefilth™ got a reaction from JeanPaul in WIP in WIP, post your level screenshots!
This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.
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©orporatefilth™ got a reaction from PogoP in WIP in WIP, post your level screenshots!
This isn't a wip shot yet, but i'd like to see if i can get some good advice on this layout i've made. I'm going to block it out in hammer just as soon as i model the train and import it to use it as a size measurement for the rest of the map, specifically the tunnels. I want to be sure the train will fit around those turns. But i've also noticed that the rectangle train symbols in the drawing are a little too long, it may be separated into 5 cars instead of 4. Anyway, here's the layout and i will update soon with the blockout.
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©orporatefilth™ reacted to Puddy in WIP in WIP, post your level screenshots!
Names can of course always be changed last minute. One thing you can keep in mind is that the name doesn't have to be purely descriptive of the type of environment, it can be something a bit more abstract, as is the case with Mirage, like "Rush" as in rush hour or something. Just as an example. But I just have to say that urbansubway doesn't have a good ring to it.
But yeah, focus on the map first and firstmost.
