Warby Posted September 14, 2008 Report Posted September 14, 2008 PAINTOVERS !!!! @ all the lighting nay sayers Quote
Nurb Posted September 15, 2008 Report Posted September 15, 2008 Warby: Nice work. As a diablo-fan I really like that environment But comparing it with the concept I think you have missed out on the green-yellowish light present in the painting. Adding some color variation while still keeping the red-orange dominant would really lift the environment. Quote
-HP- Posted September 15, 2008 Report Posted September 15, 2008 Warby, although I find that red way over saturated, and a little bit unappealing, the rest looks awesome! Congrats bro Quote
NeoNautica Posted September 17, 2008 Report Posted September 17, 2008 Got the stuff inside the store and tweaked some of the exterior colors. The signs and strips on the building pulse, hence the different colors in each shot. Lighting could still use some tweaking, but I'll save that for another time. Note: This is in the Unreal Tournament 2004 engine and the interior is pure deco (player can not get inside, but they can run around and on top of the building). Quote
tofu Posted September 17, 2008 Report Posted September 17, 2008 Nice! Personally, the lighting looks fine to me! Quote
m8nkey Posted September 17, 2008 Report Posted September 17, 2008 The Outside architecture is great! The textures and lighting are also very nice. I think there's room for more detail within the interiors. Give the ceiling some variety. Some demonstration consoles setup around the place would also be a nice touch. A desk with a cashregister, etc at the store exit would make sense too. Quote
aaron_da_killa Posted September 17, 2008 Report Posted September 17, 2008 NeoNautica: Looks nice, love the custom content. When I first saw the pictures I thought this was a source engine map. I like what you have on that mat, its totally true, selling games to a computer game store is a total rip off. SpicyTanuki: You made that in one night? Nice, just the wires would have taken me a whole night to setup . Looks pretty good from what I see, let's see some in game shots! Quote
AlexM Posted September 17, 2008 Report Posted September 17, 2008 it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point. Quote
AlexM Posted September 17, 2008 Report Posted September 17, 2008 Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them. The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base. In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser! Wow I love this, really creative and inspiring:) Quote
e-freak Posted September 17, 2008 Report Posted September 17, 2008 it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point. http://team.firearms-source.com/Shinobi ... 490001.jpg man that reminded me of some mod I've been working on 3 years ago exactly the same textures, sky, lightsetup http://www.hlportal.de/?sec=mods&site=m ... mod_id=125 Quote
Tarky Posted September 17, 2008 Report Posted September 17, 2008 SpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits. Quote
AlexM Posted September 17, 2008 Report Posted September 17, 2008 it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point. http://team.firearms-source.com/Shinobi ... 490001.jpg man that reminded me of some mod I've been working on 3 years ago exactly the same textures, sky, lightsetup http://www.hlportal.de/?sec=mods&site=m ... mod_id=125 Very nice I did end up changing that sky to a similar one because for some reason when I used that my reflections got really messed up. They essentially didnt reflect. To this day I still have no idea why that happend. I'm assuming you're using the HL2 default sky btw. SpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits. I'm not 100% sure either :/. A friend made that sky from some of the available shots at cgtextures.com. I'll start by darkening the env_light to see if that helps (maybe I need to desaturate it a little too?). If that doesnt do the job I'll look into darkening/desaturating the skybox itself. I should also mention, you can't see it in the screenshot but the skybox has a sort of dawn-like sun rising directly behind the player. I've begun a lot of big architechtural changes this week and am aiming for a weekend compile at the latest, I'll share my results then and gopefully they will be a step in the right direction. Also thanks for the crits, I wish I signed up for this message board years ago ! Quote
BJA Posted September 18, 2008 Report Posted September 18, 2008 Not sure if it's the right forum for this, but anyway... Inspired by Assassin`s Creed, here's a little scene made in 3ds max with different light settings. It's about 80.000 tris, average texture resolution for the objects is 512x512, for the buildings 1024x1024. Texture ressources are mostly from cgtextures.com, a few from google. I'll call that piece done for now, but is there anything you would have made different/better? I'm open for any suggestions and opinions Quote
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