Vaya Posted June 10, 2015 Report Posted June 10, 2015 But I maked it I guess I could use as a trim instead? Quote
cashed Posted June 10, 2015 Report Posted June 10, 2015 It looks really nice, not putting it down in that sense. Quote
esspho Posted June 10, 2015 Report Posted June 10, 2015 But I maked it I guess I could use as a trim instead?Just brighten up the dark patches a little bit and it should be fine. Vaya 1 Quote
leplubodeslapin Posted June 10, 2015 Report Posted June 10, 2015 Why does source do this?[...]I use 3ds max with the Wallworm Model Tools plugin. Does your material contain a normal map ?In that case, is the model origin located inside a block / under a displacement ?It's normal that it doesn't look exactly the same as in your 3D modeling software, but in your case it seems that it's just darker and more bluish (which could fit to your ambient values in your light_env entity). And if your model is properly displayed, then i guess it's due to your blue light_environment lighting. Quote
HoMaRt Posted June 11, 2015 Report Posted June 11, 2015 Last screenshot teasing for our student project . Trailer will come tomorrow and playable demo next day. Stay tuned guys !Revenge of Trishna old school FPS phantazm11, Squad, Sprony and 2 others 5 Quote
ShockaPop Posted June 11, 2015 Report Posted June 11, 2015 But I maked it I guess I could use as a trim instead?Could do with less contrast between the dark/light to make it more pleasing for the eye. Vaya 1 Quote
Vorontsov Posted June 11, 2015 Report Posted June 11, 2015 (edited) But I maked it I guess I could use as a trim instead?Part of the process is scrapping a lot of stuff, I think it looks fine however Edited June 11, 2015 by Vorontsov D3ads, blackdog and Vaya 3 Quote
Vaya Posted June 11, 2015 Report Posted June 11, 2015 (edited) I think another carpet trim (or using the main carpet as a trim and making a new main floor) will help it.I haven't even started to think about the wall detail too which will obviously do a lot to change the look. Thanks for your help guys Edited June 11, 2015 by Vaya Quote
blackdog Posted June 11, 2015 Report Posted June 11, 2015 Yeah on the carpet subject I would say just try to make it more neutral with a less evident pattern: less contrast and more grey. Dark colour is for accent, see Agency ;) Vaya and D3ads 2 Quote
FUNK Posted June 12, 2015 Report Posted June 12, 2015 Whaddup gentlemen, this is a screenshot from my in-progess and heavily incomplete CSGO map, de_progeny (which I am also entering into the mapping competition). The map currently exists in a playable (competitive/classic modes only) state and I'm having trouble finding exposure and helpful feedback. If you're interested, take a look-see at the link below:http://www.reddit.com/r/GlobalOffensive/comments/39g3ti/upcoming_map_de_progeny_inspired_by_de_prodigy/Thanks very much! Sprony 1 Quote
bsr Posted June 12, 2015 Report Posted June 12, 2015 (edited) Here is a "grey-block" (a somewhat advanced version, not the first draft), of a map I did in Prince of Persia the Forgotten Sands in 2009. The level artist started to add his first draft of meshes (white edges in the picture). Edited June 12, 2015 by bsr LATTEH, El_Exodus and Vorontsov 3 Quote
Vorontsov Posted June 12, 2015 Report Posted June 12, 2015 @bsr Prince of Persia has to be my all time favourite game series bsr 1 Quote
LATTEH Posted June 12, 2015 Report Posted June 12, 2015 Here is a "grey-block" (a somewhat advanced version, not the first draft), of a map I did in Prince of Persia the Forgotten Sands in 2009. The level artist started to add his first draft of meshes (white edges in the picture). More, More! More! Vorontsov and El_Exodus 2 Quote
bsr Posted June 13, 2015 Report Posted June 13, 2015 More, More! More!Should I ? hmm let see what I have...This is in the same map, still in Forgotten Sands, it is at the start of my map. This is an early version because I cut the hole for the door on the right (it's a full wall in the final version). The meshes with the white edges are early draft of the level artist, "overlaying" my meshes (which are collisions). I added the waterfalls setup in the hole in the middle of the picture (in the engine). phantazm11, LATTEH, Sprony and 1 other 4 Quote
phantazm11 Posted June 15, 2015 Report Posted June 15, 2015 Part of a little scene I made over the course of about five hours this afternoon, running in Quake Live. I was inspired after playing the Hijacked Well level in Rage this morning. Not completely sure I will make this into a playable level or not, but I will probably will finish the scene at least. I will eventually model the cave walls, lights, pipes and maybe even the archways. Sprony, FMPONE, MaanMan and 1 other 4 Quote
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