Sa74n Posted June 25, 2007 Report Posted June 25, 2007 cool but why is the render so noisy? because i'm a noob at render settings. and its sepia because of the material+light colour. if anyone knows how i can reduce the amoint of noise and speed up the render process without losing quality please tell me. this was rendered in max and took about 7 HOURS to render :X can that really be? edit: this is the exact render output. no post-processing i put the pic on the new page too Quote
D3ads Posted June 25, 2007 Report Posted June 25, 2007 That looks fantastic, can't wait to see it textured Quote
Buddy Posted June 25, 2007 Report Posted June 25, 2007 Nice Sa74n, it's simmilar to what i'm doing now on x-ray (tri amount wise ) Quote
dissonance Posted June 25, 2007 Report Posted June 25, 2007 guess the same reason it's sepia toned... for overall ambience. for a second you actually got me fooled that it was a photo.same here. Quote
the0rthopaedicsurgeon Posted June 26, 2007 Report Posted June 26, 2007 i've been working on my L4D map again, adding some more tunnels inspired by my recent urbex trips and testing some colour correction settings. i've also tested the map with my 8800gts for the first time which means these screens have got the 8 series fog bug, but i can't get rid of it without losing the colour correction. Quote
Method Posted June 26, 2007 Report Posted June 26, 2007 the0rthopaedicsurgeon: Nice atmospehere. Are those stock textures? -Method Quote
the0rthopaedicsurgeon Posted June 26, 2007 Report Posted June 26, 2007 most of them are stock cs:s textures, a couple of the interior wall textures and the green wood are custom though, along with multiple textures on some walls for more variety. i'm waiting until the game is released though before making too many more specific materials and props and to cut down on cs:s content, so it'll hopefully end up with a more unique look. Quote
Method Posted June 26, 2007 Report Posted June 26, 2007 the0rthopaedicsurgeon: Good work on the textures. Nice atmopshere. Although I feel like it needs more stuff laying around. Broken wooden planks, worn out paint decals on the floors, maybe paint buckets, etc. Looks promising, nice work. Check out this site for some inspiration: http://www.urbanatrophy.com/ -Method Quote
Minos Posted June 26, 2007 Report Posted June 26, 2007 That's some sweet piece of work the0rthopaedicsurgeon. The interiors need a lot of work though. Quote
JeanPaul Posted June 26, 2007 Report Posted June 26, 2007 2nd and 3rd shots need major work, but the rest is just awesome. Quote
FrieChamp Posted June 26, 2007 Report Posted June 26, 2007 Obviously unfinished in most parts, but the atmosphere comes across amazingly well already! Love it! Quote
Steppenwolf Posted June 26, 2007 Report Posted June 26, 2007 I agree with the others. Atmosphere is pretty good. Quote
the0rthopaedicsurgeon Posted June 26, 2007 Report Posted June 26, 2007 i'm trying to make the map as long as possible, but since i've already gone over the entity limit in two dod:s maps, i'm only adding the ones i need for now (lights, cubemaps). once the geometry's done i'll add more debris and group some props together in max to cut down on the entity count. Quote
Bl1tz Posted June 26, 2007 Report Posted June 26, 2007 :words: I really really love the atmosphere of the map overall. Overgrown = delicious. The one thing though is in the screenshot I'm quoting, the lighting looks a bit off on the tree with the bright/white leaves. It really stands out considering the lighting in the rest of the shot. Otherwise, great stuff...looking forward to running around in it when the time comes. Quote
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