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WIP in WIP, post your level screenshots!


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Posted

Showing a normal 3d-view Hammer-screenshot is already "eww" to me, but you took it to a whole new level with showing the wireframe-view! :B

:D Yeah, I am used to teh ugly now as I am working on the proper skyboxing so I can't compile it currently without leaks :) 

Didn't want to give anything away though, that's not fun :P

Posted

Honest newb question here, Can you explain what you mean by normalizing textures? Do you mean trying to make the textures more consistent with each other?

yeah, what you are saying - more or less try to make them fit together a little bit more, for example the stains on some of the textures pops too much etc. also add normals and spec, some models are 512-2048, so they might need to be upped or down rez etc...so trying to make it feel like a real place, 

attached a ref pic i've been using

 

 

heat_ct_spawn_ref01.jpg

Posted

cr4yy0v.jpg
Think the foliage in the one looks pretty weird due to being so uniform

That's true. I myself think i need some thicker wines, because these ones has to be spammed for them to look like the stuff is overgrown :D 

Basically, this is even not close to what i want it to look like. I plan to make that whole area look like that but way more better than these wines in picture :D

Posted

tbh, I don't think you even need it.

To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?

Posted

tbh, I don't think you even need it.

To me, that sort of growth implies it's grown out of brickwork or something similar. But this is just on a metal pipe, nothing else around, it hasn't grown up from somewhere, just... there?

Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of  20 000 kg of TNT)

Now it sounds more believable, right ? It's just the rough idea of map.

Posted

Where the pipe comes from is going to be cliff besides the mountain, inside it, lets say mini lake, where water surplus comes from. The whole area is meant to be old abandoned military base hid in the mountains or so, which has been taken over by terrorists, and as CounterTerrorists come, Terrorists are desperate to blow up all the coke they has in old factories, by blowing up high tier military explosives (lets say power of  20 000 kg of TNT)

Now it sounds more believable, right ? It's just the rough idea of map.

No, it doesn't lol. The point I'm trying to make is that regardless of the state of overgrowth, plants don't take root ON metal. They might in crevasses, but otherwise it'll only be algae/moss growth. Plants might grow around it more likely, but plants prefer bricks/mortar/stone because they can take root in the cracks and these materials are also generally more porous and water can percolate through them supporting this growth. Mosses or lichens are more likely to survive in this way.

But if you can find good photographic evidence of the situation you've created, by all means, please show me.

Posted

You could try using some of the vines from Portal 2. Might help your foliage look less uniform and more natural - just a thought.

Posted (edited)

Hello! I'm new here! I've just joined about 30 minutes ago. I decided under a year ago that I'd get serious about level design, but for right now, I only have WIP screen shots to show.

This is over the course of 4 months, but there is much more to show. This was before I knew the importance of blocking out my map, which added much more time. It's also been taking quite a while because the guy who'd commissioned me to work on this also has me working on others as well(Those works I'm not to fond of though, due to the lack of creative freedom).

 

The engine is source:

4000_screenshots_2015-05-23_00006.jpg

4000_screenshots_2015-05-17_00013.jpg

4000_screenshots_2015-05-17_00008.jpg

Edited by Gale
Posted (edited)

Hello! I'm pretty new here. Here's a project I'm working on called "The Homunculus". It's kind of a strange premiss, the game takes place inside a crazy person's psyche. The goal of is to get up the spiral staircase and out the door in the middle, while avoiding obstacles and The Homunculus( a monster tracking you). I'm trying to incorporate imagery consistent with the premiss, using the Greek letter "psi", little men in straight jackets(the protagonist is in a straight jacket) in the floor and wall tiles as well as some sculptures alluding to insanity.

Any critiques or comments would be much appreciated!

theHub_long.jpg

theHub_rim.jpg

theHub_theLoon.jpg

theHub_walls.jpg

theHub_floorTiles.jpg

theHub_lit.jpg

Edited by SheaLane

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