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WIP in WIP, post your level screenshots!


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Posted

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.

 

interior_03.jpg

Posted

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. 

 

overgrown_wip_01.jpg

 

overgrown_wip_02.jpg

 

overgrown_wip_03.jpg

Posted

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!

Posted

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.

Posted (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 by kikette

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