NeoNautica Posted March 12, 2015 Author Report Posted March 12, 2015 (edited) Been a little while since I posted an update, but there has been some progress made on the map! Update:After wondering why my envcubemaps weren't working a figured out my shader setttings in game were set too low. After fixing the video settings I quickly learned everything was a mirror and corrected the spec masks on almost all of the textures. That was some really shiny wood. Been learning the Wall Worm tools to get custom 3D models into the game from Max. I've got a decent workflow going with it now After finish a pass on 95% of the brushes throughout the level I've shifted my focus to completing the lobby. This is an effort to make a vertical slice of the quality I want to bring the level up to. It has also proven to be very valuable to learn many aspects of the source engine! Still needs a bit of work at the moment. Note:The workshop item has not been updated at this time. Having some touble with VIDE tonight. Edited January 23, 2016 by NeoNautica Fixed the thumbnail Quote
NeoNautica Posted March 20, 2015 Author Report Posted March 20, 2015 (edited) Update:I’ve continued to make progress on the lobby vertical slice at a decent pace over the last week. The list of textures and objects I want to put in it is getting shorter (and they will be used in other parts of the level as well). Starting to get that grandiose feel I want to achieve when the player comes through the front doors. Picked up substance designer and I’ve started to make materials in it for the map. I’ve made a new drywall, metals, and a metal trim piece in it with more on the way. The thought is that if CS:GO is ported to Source 2 I’ll be able to boost the resolution of all textures made in substance quickly (Plus its a lot of fun to use!) Edited January 23, 2016 by NeoNautica Fixed the thumbnail Vaya, TheGuma and Ahoy 3 Quote
TheGuma Posted March 24, 2015 Report Posted March 24, 2015 You need to add more color palette in the room, specifically lighting. I suggest you tone down the general brightness in the room, make it dim. Then make the center of it (the fountain) glow, maybe make the stairs hollow and add lights inside them (with a different color besides white). Add some lamps over doors and make them glow. You could even set up a scenario where your map sets place during emergency, where lamps are turned off besides the "decoration" lights and emergency lights (think of a dark room with a glowing fountain in the middle, that would look pretty good, no?). Playing with light like this and adding variation won't hurt performance or the engine, and it will make your map look a lot better. Instead of yellow color for the carpet you could use more royal/premium colors, such as gold and red, maybe make the carpet red and seats gold. Quote
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