JeanPaul Posted March 21, 2012 Report Share Posted March 21, 2012 Source engine? Good god. Quote Link to comment Share on other sites More sharing options...
RedYager Posted March 21, 2012 Report Share Posted March 21, 2012 I love the lighting and skybox texture Fuzy, works very well. Quote Link to comment Share on other sites More sharing options...
selmitto Posted March 21, 2012 Report Share Posted March 21, 2012 omg such great environments! I loved how insta's env feel even with dev textures. The shadow projection on the left side of those images is neat! The level here in mapcore is too damn high. Quote Link to comment Share on other sites More sharing options...
sock Posted March 21, 2012 Report Share Posted March 21, 2012 I wonder how much brushwork is here and how much models did you used...? The map has 5500 Brushes, 390 models and 150 lights. Most stuff is models because of rotation and scale issues with Q3 and the editor. The crane map has no optimization, so the rspeeds are crazy (100K+). Lots of stuff could be turned into alpha textures and tons of models could be reduced in detail to make it playable, but the exercise was to see what the textures looked like with a map pushing Q3 to the limits. Here is some links to showtris screens (massive images 2Mb+) rspeed counters in the corner if you are curious. Quote Link to comment Share on other sites More sharing options...
c0w Posted March 23, 2012 Report Share Posted March 23, 2012 I always get that crit. Is that the goal of every pic you take of a map? Making that area I had two paths in mind: The trenches or by the sandbags, both to provide a good amount of cover, but walking by the sandbags you can return fire easier but obviously more in the open to enemy fire. Area of interest should be the huge dome in the back... I don't really understand your drawing either. I try to design the map like Crytek designed Crysis, not trying to make a CoD level. Also it kinda feels like Devs are trying to hold the player's hand all throughout the game nowadays. Is it so bad with a moment of actual thinking on your own - "Hm, where am I supposed to go now?" You're over-thinking! Just block it in a bit so the eyes see bigger "chunks". Are we coming from the front? Or the back? If from the front, there's a road or a path. Unless it's a cocaine producing facility. Then there are no visual landmarks. If you put 1000 players in your level, more than half of them would miss your cocaine making building. Go ahead and sandbox the hell out of your level, but please plunk some breadcrumbs along the way for us n00bs is what 2dchris is saying . Btw, there's a lot more "walking space" than what's circled here. The more linear your game path, the more control you have on any events you can throw at the player... http://www.simonoc.com/pages/design/concept/bridgecrane.htm Quote Link to comment Share on other sites More sharing options...
General Vivi Posted March 23, 2012 Report Share Posted March 23, 2012 OH my, I love this thread! Keep up the good work guys. Quote Link to comment Share on other sites More sharing options...
Puddy Posted March 23, 2012 Report Share Posted March 23, 2012 I began making a scene based on a deviantart piece, just for texture practice and eventually to learn modelling. It's not on par with what many of you produce but why not ask for input from skilled people. The amazing deviant art piece is: http://fox-orian.deviantart.com/#/d31xs3i . This is really good work buddy. Very nice lighting. Carry on! Quote Link to comment Share on other sites More sharing options...
SamCom Posted March 24, 2012 Report Share Posted March 24, 2012 Some screens of a Half-Life 2 single player I'm trying to wrap up. Not sure if I like the fog or not, trying to get away from blocky buildings. Crits if have any! Quote Link to comment Share on other sites More sharing options...
Skacky Posted March 24, 2012 Report Share Posted March 24, 2012 I don't think your lighting fits the sky you are using, with an overcast sky like that it should be darker. You could also add some streetlights or spotlights against the walls to add some atmosphere. You should also ditch these window textures as they are self-illuminated if I remember correctly. Other than that it's pretty cool. Quote Link to comment Share on other sites More sharing options...
selmitto Posted March 24, 2012 Report Share Posted March 24, 2012 I agree with the skybox vs. lighting thing /\ other than that, you could try to add some color variation to those buildings. there is too much brown on the first image Quote Link to comment Share on other sites More sharing options...
Puddy Posted March 25, 2012 Report Share Posted March 25, 2012 Well, I'm familiar with the sky and the lighting isn't completely off actually. There's actually pure sunshine if you turn the camera 180 degrees. However, even if the lighting is "correct", it can still look odd. I think it's a bit dramatic at the moment. I think a strong ambient light with a cool blue shade and some warm, but mild, directional lighting would fit well (you may have to switch sky though). And I think the level could use more local lighting (in/around buildings). Also, make sure to use that compile command to have texture lighting (useful for fences, can't remember what it is at the moment). As you can see in the second pic, the fences create very blocky lighting at the moment. The rocky areas to the left have some funky shadows too. Lastly, if the grassy area to the left is in an out of bounds area, increase the scaling value of the texture. The repeating pattern will be less noticeable. It looks pretty good overall though, and I like the massive feel of the area. Quote Link to comment Share on other sites More sharing options...
Sentura Posted March 25, 2012 Report Share Posted March 25, 2012 I began making a scene based on a deviantart piece, just for texture practice and eventually to learn modelling. It's not on par with what many of you produce but why not ask for input from skilled people. The amazing deviant art piece is: http://fox-orian.deviantart.com/#/d31xs3i . This is really good work buddy. Very nice lighting. Carry on! i actually disagree, i think this is on par with what people post here... barring the view of tf2background to the left :chap: Quote Link to comment Share on other sites More sharing options...
RaVaGe Posted March 25, 2012 Report Share Posted March 25, 2012 Working on a small scene for the fun, what do you think about the lighting ? EDIT: Smallest image. Quote Link to comment Share on other sites More sharing options...
Gambini Posted March 25, 2012 Report Share Posted March 25, 2012 A map is taking form!!!! (sorry for the longness of the image ) Mission improbable 3 ? I´d say Fruit Loops 2 Quote Link to comment Share on other sites More sharing options...
mjens Posted March 26, 2012 Report Share Posted March 26, 2012 I began making a scene based on a deviantart piece, just for texture practice and eventually to learn modelling. It's not on par with what many of you produce but why not ask for input from skilled people. The amazing deviant art piece is: http://fox-orian.deviantart.com/#/d31xs3i . This is really good work buddy. Very nice lighting. Carry on! A bit too much overbright but still awesome style, keep up a good work! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.