RaVaGe Posted February 2, 2014 Report Posted February 2, 2014 This game was awesome , idk how much time I've spent on this. Quote
Dalannar Posted February 2, 2014 Report Posted February 2, 2014 Would it be possible to export the blended texture out and create a normal texture out of that ? Quote
AtsEst Posted February 2, 2014 Report Posted February 2, 2014 This does not really look 3D (although it actually is), but anyways here is a small coding project I am chipping away at. It is a very, very simple boid based infection simulator not much unlike a zombie apocalypse scenario. Win32 executable is available here: https://drive.google.com/file/d/0B9NzPNpoRbsyMDBHc1ZJekJPWWM/edit?usp=sharing Quote
El Tyranos Posted February 2, 2014 Report Posted February 2, 2014 (edited) My first and very simple scene on UDK, it's not that hard once you're used to brushes. I'm supposed to add a jungle around the ruins. Edited February 2, 2014 by El Tyranos LATTEH and Sprony 2 Quote
PogoP Posted February 4, 2014 Report Posted February 4, 2014 Really wanted to learn a bit of UDK, having only ever really used in-house engines and Cryengine before. I'm really impressed with the material stuff, but going back to baking lights feels like such a step backwards in terms of time wasted! Bounce lighting is nice but lightmaps are so tricky to work with. Still very WIP, just blocking everything out still. Mazy, Nerve, FMPONE and 7 others 10 Quote
El Tyranos Posted February 4, 2014 Report Posted February 4, 2014 Nice work there ;-) I just finished my jungle scene on UDK OrnateBaboon, LATTEH, Seldoon182 and 4 others 7 Quote
atrocity Posted February 5, 2014 Report Posted February 5, 2014 Hey guys, it's been a long time since I have visited the forums but I figured I would dive back in again. I wanted to share some screenshots of a small Overgrown art project in source. It's purpose was to simply test what methods and tricks I would have to deploy to get some sort of overgrown look and feel into a CS:GO level. I had a few materials made for the trees and I made some blend maps for tiles and bricks, but other than that it's all standard stuff. Nerve, Squad, Dejavo and 16 others 19 Quote
PogoP Posted February 5, 2014 Report Posted February 5, 2014 Looks ace man, but I think it suffers from the same problem Siege has, in that everything is too noisy because of the lighting, and the ambient colour is too dark so it would be hard to spot players. I think increasing the brightness of the ambient, and perhaps giving it a slight blue colour would fix a lot of that though. Looks amazing though! Algor, atrocity and FMPONE 3 Quote
FMPONE Posted February 5, 2014 Report Posted February 5, 2014 Yeah that looks really cool but honestly too difficult to see stuff iwxanthi and atrocity 2 Quote
atrocity Posted February 5, 2014 Report Posted February 5, 2014 Thanks guys. Yeah running around with bots in the interior it was indeed hard to see people. I have a 3d skybox that's coming in soon so I will start trying to tweak the ambient to soften things up. Quote
kikette Posted February 6, 2014 Report Posted February 6, 2014 (edited) just WOW §! *_* The only point I could critic is your indoor part that I find a bit too dark compared to the rest of the level were the light bounce a lot. It looks like an other map. Edited February 6, 2014 by kikette atrocity 1 Quote
Spherix Posted February 6, 2014 Report Posted February 6, 2014 Those big trees outside arn't stock content, are they? Quote
spence Posted February 6, 2014 Report Posted February 6, 2014 The green ones are; the yellow and red 'autumn' ones are reskins of the de_inferno big tree models. Spherix 1 Quote
Morloc Posted February 6, 2014 Report Posted February 6, 2014 Seeing all these great CS:GO maps is giving me the urge to give it go while I wait for L4D3 to come out Quote
Spherix Posted February 6, 2014 Report Posted February 6, 2014 The green ones are; the yellow and red 'autumn' ones are reskins of the de_inferno big tree models. They look so much better =/ You plan on sharing that content ? Quote
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