Minos Posted November 28, 2012 Report Posted November 28, 2012 It's UDK, I'm making all the textures and modular meshes myself except of course for the character (that's just a shitty placeholder to check out the scale. Will see if I can find a better dummy human model later). All the textures are 100% hand painted and the normals made in nDo. I want to see how far I can take this without using photos (will probably end up using a few photos just for subtle overlays here an there though). The diffuse maps are all WIP, still need to add a lot of small details for scale. Here's a quick mockup of the door diffuse, the brightness is all screwed up but I'm still trying to get used to how UDK handles textures: Progress is gonna take forever though since I never really have time to work long sessions on this ⌐■_■, OrnateBaboon and Thurnip 3 Quote
_gb Posted November 29, 2012 Report Posted November 29, 2012 Interesting. So none of that building is BSP? It's all modular meshes? Ha. It seemed so BSP like to me. It's hard to tell sometimes. Quote
JeanPaul Posted November 29, 2012 Report Posted November 29, 2012 Nifty, but dont texture that trim with the hazard stripe, it looks too busy. blackdog 1 Quote
Trempler Posted December 5, 2012 Report Posted December 5, 2012 Some Textures i created the last 24 hours Not final but atleast ingame ( the white line/corner is just a little bug by taking picture ) Oh and another test shoot http://img141.imageshack.us/img141/4...rtest10006.jpg Halflife 1 ;D Quote
Miigga Posted December 5, 2012 Report Posted December 5, 2012 (edited) Mapping for HL2: ep2 and stuff Edited December 6, 2012 by Miigga mjens, blackdog and ⌐■_■ 3 Quote
⌐■_■ Posted December 6, 2012 Report Posted December 6, 2012 Mapping for HL2: ep2 and stuff hey Miigga, welcome man but your links are dead Quote
Miigga Posted December 6, 2012 Report Posted December 6, 2012 Reuploaded the images to a different image hosting site and edited my post. Should work now. ⌐■_■ 1 Quote
Spherix Posted December 6, 2012 Report Posted December 6, 2012 Posted bits of this earlier on the steam forum; finally managed to find a few hours again over the past weeks to continue on it. It's a port of the 'Destroyed Village' deathmatch map from Medal of Honor: Allied Asault (2002) to the Source engine. Mainly to improve my Hammer skills after 8 years of inactivity in the field, but I'll aim for a release to CS:GO (and maybe DoD:Source later cause it fits the theme better) at some point. Heavily WiP with fast compile; Squad 1 Quote
Lemurr Posted December 6, 2012 Report Posted December 6, 2012 (edited) For a sfm project Edited December 6, 2012 by Lemurr Quote
Squad Posted December 6, 2012 Report Posted December 6, 2012 Spherix, I remember that map from MoH:AA, used to had some good fun with it. Looking forward to seeing more of it Lemurr: what engine is that for? Quote
holiestcows Posted December 10, 2012 Report Posted December 10, 2012 mapping for ep2 stuff(take that miigga) Quote
Mclogenog Posted December 10, 2012 Report Posted December 10, 2012 (edited) @holiestcows how the player views that scene will make a big difference, but right now that far wall's a little bland. It might be good to break up the geometry, or maybe add a light? You might also try pushing the green light into the green-blue tones and desaturate it a little (it feels christmasy with that red light). Edited January 2, 2013 by Mclogenog Thurnip 1 Quote
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.