Hipshot Posted December 29, 2014 Report Posted December 29, 2014 (edited) i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack. This forum badly needs more people posting more quake things - so just keep it flowing buddy!Edit: I mean, just the fact that we now have a banner image that's featuring quake levels shows the suffering that has been going on around here - for like 15 years. Edited December 29, 2014 by Hipshot pat h 1 Quote
Squeebo Posted December 29, 2014 Report Posted December 29, 2014 A CS:GO bomb diffuse map I've been working on; it takes place along a set of rooftops: tomm and Vaya 2 Quote
blackdog Posted December 29, 2014 Report Posted December 29, 2014 (edited) To take a break from the ut map, I made a quick scene this afternoon NeoGizeh It's maybe a bit to brighter. Though, it's a preview light building, 'cause even medium quality was taking ssoooo much time. I'll add some particules on the foreground. I like the contrast between the old pyramids and the scifi city, but I feel like it would be cool to have a scifi texture on the pyramids too. What do you think ? Very nice, although skyline is a bit repetetive... i'd see well one piramid to be much larger, or/and a couple of skyscrapers. Also, with this camera position I think you are loosing a bit the effect you could achieve to show the scale of the view: what about a slightly larger fov, and a camera positioned a bit higher, like from a balcony overlooking this large platform. Or to make the buildings look tall maybe lower the point of view in respect of the horizon. Edited December 29, 2014 by blackdog TheOnlyDoubleF 1 Quote
Vaya Posted December 29, 2014 Report Posted December 29, 2014 (edited) rooftop map Looks really cool. Lines of sight will be difficult to get right! Edited December 29, 2014 by Vaya Quote
TheOnlyDoubleF Posted December 29, 2014 Report Posted December 29, 2014 To take a break from the ut map, I made a quick scene this afternoon NeoGizeh It's maybe a bit to brighter. Though, it's a preview light building, 'cause even medium quality was taking ssoooo much time. I'll add some particules on the foreground. I like the contrast between the old pyramids and the scifi city, but I feel like it would be cool to have a scifi texture on the pyramids too. What do you think ? i'd see well one piramid to be much larger In fact the one on the right is way bigger than the other one but it's not noticeable with the perspective. Also, with this camera position I think you are loosing a bit the effect you could achieve to show the scale of the view: what about a slightly larger fov, and a camera positioned a bit higher, like from a balcony overlooking this large platform. Or to make the buildings look tall maybe lower the point of view in respect of the horizon. The problem with putting a bit higher the camera is than we see a bit of the middleground and that's not the interest. I'll may change the ratio of the camera to make it larger and i'll see what i can with the camera positionning Quote
TheOnLY Posted December 29, 2014 Report Posted December 29, 2014 Made a Layout wit a lot of height differences. Not sure about ti being balanced though Nakroma, Squeebo and ESToomere 3 Quote
Idolon Posted December 29, 2014 Report Posted December 29, 2014 A CS:GO bomb diffuse map I've been working on; it takes place along a set of rooftops: de_escher Unrelated note, I've been working on a grapple map for TF2, using the new Asteroid assets: TheOnlyDoubleF, ESToomere, Squeebo and 1 other 4 Quote
TheOnlyDoubleF Posted December 29, 2014 Report Posted December 29, 2014 I've made few change (and on the fow blackdog). This is good for me. Thurnip, D3ads, ESToomere and 3 others 6 Quote
TheOnlyDoubleF Posted December 31, 2014 Report Posted December 31, 2014 I made another quick scene today, on the last day of 2014. Happy new year! Bevster, Nakroma, Em' and 9 others 12 Quote
Em' Posted December 31, 2014 Report Posted December 31, 2014 Would you mind sharing your lighting settings ? Or your scene, i'm slowly learning how to UE4, but i'm struggling with TOD... Tried some "plugins" but none were good enought. Quote
Hipshot Posted January 1, 2015 Report Posted January 1, 2015 I've made few change (and on the fow blackdog). This is good for me. I was thinking, should the lasers go beyond or into the pyramid peak? If the latter, maybe add some kind of receiver at the top? Quote
Hipshot Posted January 1, 2015 Report Posted January 1, 2015 I have been wanting to do a Japanese styled theme for years, and I always thought that I would go for the Moon Dragon look, but then I saw Overwatch and added that I'm kinda exhausted by making dark and moody levels, I felt that this look would be really fun to bring into Q3, do the Empire of the Rising sun some justice (Japanese Castles are getting a bit old now =))I know Sakura trees don't look like this, but I haven't had time to make a proper texture yet, so I just tinted some old leafs. Single, HurracioDurrski, 1488 and 13 others 16 Quote
TheOnlyDoubleF Posted January 1, 2015 Report Posted January 1, 2015 Would you mind sharing your lighting settings ? Or your scene, i'm slowly learning how to UE4, but i'm struggling with TOD... Tried some "plugins" but none were good enought. Here are my settings for the NeoGizeh scene: The Skylight: The directional light: The settings for the Desert scene: the skylight The directional light: Here I enabled the light shaft bloom to have a little a glow around the edges of the meshes. Not sure it's the best way to do it, but it worked. Of course there is always an lighting importance volume. Don't you problems come drectly from the light properties of your meshes ? Quote
Castle Posted January 2, 2015 Report Posted January 2, 2015 Minecraft building within UT4 anyone? rockdude86, Hipshot and TheOnlyDoubleF 3 Quote
Em' Posted January 2, 2015 Report Posted January 2, 2015 Of course there is always an lighting importance volume. Don't you problems come drectly from the light properties of your meshes ? How do i know there's nothing wrong with my meshes ? Quote
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