2d-chris Posted August 2, 2013 Report Posted August 2, 2013 I'd put it in that big hole in the wall to the left of the frame, and slap some debris around it ^^ -HP- 1 Quote
Minos Posted August 5, 2013 Report Posted August 5, 2013 So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now.. I don't know what's your goal with this scene, so if you are doing it as an study or just for fun ignore my post. If this is going to be a portfolio piece, read on. * First of all, the scene is very generic and boring, it has no elements that make it memorable. One way to improve this is to actually define what the theme is. "Creepy hallway" is very generic, you need something a bit more specific such as abandoned hotel, haunted victorian mansion, etc... the more specific the more memorable your piece is going to be. If you can come up with a little story then it's even better. * The scene doesn't look like a "game environment", there's nothing in it it that makes me think it could be in a game other than the engine it's being rendered. Maybe you could add some other rooms/areas to make it more interesting? Maybe a few cover pieces? Try to add elements that show you are a game developer and not just a 3d artist. * I know the scene is still very early but the lighting is super flat. As of now, the exterior light source is pretty much your main point of interest, so I'd suggest adding point lights to fake some volume. Make the interior look like it's being flooded by the exterior light. A good reference for interesting hallways is the RE6 demo, try it out if you haven't already. Oh and Last of Us has some cool interior lighting too. * Ambient is very dark, I can barely see your texture work/geometry. * Some height variation would be cool even if it's just a few stairs or different ceiling heights. Hope that helps Quote
PogoP Posted August 5, 2013 Report Posted August 5, 2013 (edited) So I've been tinkering with the scene a little more and I've decided to go a bit more creepy with it, and changed it to night lighting. Still just roughing out ideas, I need to start a topic! Also, I really need to sort out my monitors. One of my monitors has a lot more contrast and saturation, I'm not sure which is the correct one now.. I don't know what's your goal with this scene, so if you are doing it as an study or just for fun ignore my post. If this is going to be a portfolio piece, read on. * First of all, the scene is very generic and boring, it has no elements that make it memorable. One way to improve this is to actually define what the theme is. "Creepy hallway" is very generic, you need something a bit more specific such as abandoned hotel, haunted victorian mansion, etc... the more specific the more memorable your piece is going to be. If you can come up with a little story then it's even better. * The scene doesn't look like a "game environment", there's nothing in it it that makes me think it could be in a game other than the engine it's being rendered. Maybe you could add some other rooms/areas to make it more interesting? Maybe a few cover pieces? Try to add elements that show you are a game developer and not just a 3d artist. * I know the scene is still very early but the lighting is super flat. As of now, the exterior light source is pretty much your main point of interest, so I'd suggest adding point lights to fake some volume. Make the interior look like it's being flooded by the exterior light. A good reference for interesting hallways is the RE6 demo, try it out if you haven't already. Oh and Last of Us has some cool interior lighting too. * Ambient is very dark, I can barely see your texture work/geometry. * Some height variation would be cool even if it's just a few stairs or different ceiling heights. Hope that helps Cheers for the feedback man. Pretty much all those points are on my list of things to do, I was just setting up the scene with a few simple pieces first to get to grips with Cryengine. I plan on adding a stairwell area, and modelling the interior of one of the apartments. Here's a WIP from the weekend. Just been messing with the ambience. Still have a lot of work to do on the floor/ceiling, and of course props and stuff, but I want to start blocking out the stairwell/room area next. I'm also planning on doing some audio work for this scene too; I want to practice some non-3d stuff too! Edited August 5, 2013 by PogoP blackdog, Fuzyhead, dux and 3 others 6 Quote
Fuzyhead Posted August 5, 2013 Report Posted August 5, 2013 Well, that's an clear improvement, nice one. The wall and the ceiling are great by now, only the floor looks a bit off because it's quite clean. Maybe you can add some more dirt/decals to it. Quote
Spherix Posted August 5, 2013 Report Posted August 5, 2013 (edited) Just finished porting this map from CS 1.6 to CS:GO; Shameless Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=166858512 Might add 3D skybox later, it was causing odd problems so I ditched it :-( Edited August 5, 2013 by Spherix ⌐■_■ 1 Quote
sven Posted August 5, 2013 Report Posted August 5, 2013 What do you, like, do in the map? Strafe jump (and other tricks i presume). This is the 1.6 version: http://www.youtube.com/watch?v=gc6xbzdT2v4 Quote
D3ads Posted August 6, 2013 Report Posted August 6, 2013 (edited) Ahhh.. jump puzzles, everyone's favourite FPS past time... So basically if you can't do that stuff you can't even get out of the first room? lulz. That guy's got some mad skills, If I have to put up with that kind of shit in single player games I press f6 before each jump, trying to do that without quicksave would make me ragequit out and throw my keyboard out of the window... Edited August 6, 2013 by D3ads Quote
Nysuatro Posted August 6, 2013 Report Posted August 6, 2013 Oh!!! I loved kz maps. First time i had fear of hight in a game Quote
tr0nic Posted August 6, 2013 Report Posted August 6, 2013 Kz maps were really popular. There were modded servers with checkpoints ( the noob way , your time doesnt count in the ranking) or the not so raging way once you get used to the jump mechanics of cs 1.6 Quote
Hollow Posted August 6, 2013 Report Posted August 6, 2013 Slowly but surely working on this map whenever I get the chance. Created a new lighting setup to get a more interesting mood going on (TLoU inspired ). blackdog, Squad, OrnateBaboon and 2 others 5 Quote
iwxanthi Posted August 6, 2013 Report Posted August 6, 2013 Wow, that looks awesome! Almost doesn't look like Source Quote
JeanPaul Posted August 6, 2013 Report Posted August 6, 2013 That looks absolutely fantastic. You will have some serious readability issues though. If I were to hide next to some of those boxes to the right, id be practically invisible. Quote
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