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WIP in WIP, post your level screenshots!


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Posted

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 :cool:

staircase_wip20.jpg

Posted

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.

l4dyama20005xm3.jpg

l4dyama20011vi1.jpg

l4dyama20010do9.jpg

l4dyama20015mn1.jpg

l4dyama20008ys2.jpg

l4dyama20012oq6.jpg

l4dyama20016le2.jpg

Posted

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.

Posted

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

Posted

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.

Posted

:words:

l4dyama20008ys2.jpg

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.

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