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WIP in WIP, post your level screenshots!


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Posted

Some more progress on a UT3 map, this time the interior of a Palladian basilica that will form the main hub of the map. Ive been playing around with the lighting trying to get a very bright and airy feel. All comments welcome

basilica_interior_01.jpg

Posted

Most of that scene is modelled so there aren't any shadows, I'll add a shadow to the bottom of the car eventually but that's about it. As for light, well it's there it might just need a bit of tweaking.

Posted

This is for HL right D3?

I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen.

Posted

I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it).

I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc.

In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more.

Posted

This is for HL right D3?

I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen.

It's a texture in itself, the photosource used has been heavily edited, I'll post the original thing later when I get back from work. I could experiment with some masked textures over the top I guess, I'll see what I can do. The idea for the background scene is obviously taken from Silent Hill 2's intro.

I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it).

I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc.

In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more.

The game begins during the day, it's only later on that night falls and that scene is right at the beginning of the game, so it's a day scene. I still have to work on lighting obviously but it's meant to look dull on purpose. Interior locations will tend to be more dark, with lights that aren't working etc.

Posted

Still not satisfied about the look of this....I think it's missing something but I can't find what.., any ideas?

4fef51a104cd9cdeea364fe4fe63d.jpg

Otherwise some screens of the sewer section:

this one is very WIP but I thought the zombie made it looks cool :)

4ec29865f56298cfb6e519c0d719c.jpg

e060c8cf50c0464257512c6cc5b06.jpg

c62ca1e4674c83639855810f24f91.jpg

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