gotcha Posted June 28, 2014 Report Posted June 28, 2014 CS:GO map I'm working on. It's currently in a very early stage. nicoreda 1 Quote
nicoreda Posted June 28, 2014 Report Posted June 28, 2014 Hello all, Wanted to share a small UDK environment I've been working on. Its still work-in-progress at the moment. It's called 'Hôtel Le Papillon Rouge' (The Red Butterfly Hotel) it is a fictional Hotel set in 30's Paris. The name is play off 'The Moulin Rouge' Its not a full playable level, I built this as more of a art test to see how far I could push myself visually. Be great to get some feedback and see what people think. You can't see in the photo's but the main rooftop sign does flicker, with the 'O' flickering on and off. Plans for the future: - add ground floor to the main hotel building (large arched windows/doors) - add shop-fronts and other building types to create variety - add props, lots more props (wires, pipes/gutters, dustbins etc) - Work on a grand entrance to the hotel (Large ornate doors, balcony, stone sculptures, flora etc) - Parallax Windows - Add curvature to the street, I feel its too straight at the moment - Work on a better distant cityscape silhouette Anything more you think I should add/change? Still definitely a WIP so will be working on it more and more. Yay excellent ! Can you show your modular content ? I really want to look how you done this. @Gotcha Hey cool, I want to see more also Quote
FerdTheNerd Posted June 28, 2014 Report Posted June 28, 2014 Yay excellent ! Can you show your modular content ? I really want to look how you done this. @Gotcha Hey cool, I want to see more also Hey, Here is a modularity breakdown of the hotel building. In total I used three primary texture sheets (Trim x 2, Windows) recycling assets and textures wherever I could. For the brickwork I created a tiled brick texture, utilising Multi-Sub Materials to get 2 textures applied to one mesh. This way I could tile the brickwork and keep texture fidelity, whilst leaving the trim texture unaffected. I used the same process for the roof tiles. LATTEH, FMPONE, nicoreda and 2 others 5 Quote
wareya Posted June 30, 2014 Report Posted June 30, 2014 Well, I'm making my first CS map. It looks something like this: http://i.imgur.com/fw18VnC.png Here's the only part that I've bothered to detail (because I'm almost positive it won't change from layout changes) http://i.imgur.com/VvdbvzX.jpg It's boring, yeah? nicoreda 1 Quote
nicoreda Posted July 4, 2014 Report Posted July 4, 2014 Well, I'm making my first CS map. It looks something like this: http://i.imgur.com/fw18VnC.png Here's the only part that I've bothered to detail (because I'm almost positive it won't change from layout changes) http://i.imgur.com/VvdbvzX.jpg It's boring, yeah? Hehe, nice but, I see the middle is in interior ? Also, there is my picture of the day 2d-chris, mkandersson, Spherix and 5 others 8 Quote
blackdog Posted July 4, 2014 Report Posted July 4, 2014 I've made quite a big update to Print (a map from 1 year ago)Sweet!I like the warmer lighting in the inside areas... but seems it got warmer outside as well, whether I'd have it colder for more contrast.CS:GO map I'm working on. It's currently in a very early stage.I can hear the "Ave Maria" from Hitman all over it Quote
gotcha Posted July 4, 2014 Report Posted July 4, 2014 Updates on my map... nicoreda, mr.P and OrnateBaboon 3 Quote
ElectroSheep Posted July 5, 2014 Report Posted July 5, 2014 This reminds me a map called cs_mari from 1.6 ^^ One of my favorites. Quote
wareya Posted July 6, 2014 Report Posted July 6, 2014 Hehe, nice but, I see the middle is in interior ? yep, ridiculously small too and positioned where it's mostly for rotation Quote
Idolon Posted July 7, 2014 Report Posted July 7, 2014 Made all of this for a 72 hour contest, so I didn't really get time to make a proper skybox (also didn't want to detail too much on an untested layout). Also need to get rid of that stupid UFO. The Horse Strangler 1 Quote
FMPONE Posted July 7, 2014 Report Posted July 7, 2014 Made all of this for a 72 hour contest, so I didn't really get time to make a proper skybox (also didn't want to detail too much on an untested layout). Also need to get rid of that stupid UFO. Cool stuff! I would work on trying to make the roofs all the same unit height, so there isn't any weird differences between the roof slats on the barn. The displacements could also use some blend texturing, me thinks. Keep it up Quote
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