KIIIA Posted January 28, 2006 Report Share Posted January 28, 2006 It took me some time to switch from Q-Engine based editing to the U-Engine but finally i want to show you very very,early WIP shots from my current project. Everything is still very WIP, so wrong texture alignment,missing parts or simply lack of details are to be blamed to that. 100% Custom Content! - - - - Quote Link to comment Share on other sites More sharing options...
Taylor Swift Posted January 28, 2006 Report Share Posted January 28, 2006 Looks small - no crates, yes no crates. - looks strange with the shadows - every house looks like a model Quote Link to comment Share on other sites More sharing options...
DaanO Posted January 28, 2006 Report Share Posted January 28, 2006 I really like where you're going but i'd say it lacks a focal point. Awesome textures Quote Link to comment Share on other sites More sharing options...
hessi Posted January 28, 2006 Report Share Posted January 28, 2006 i like it. just redo the plants. the shadows always look like that in unreal engine. go on KIIIA! Quote Link to comment Share on other sites More sharing options...
Minos Posted January 28, 2006 Report Share Posted January 28, 2006 The shadows look really weird on the Unreal engine yea. Appart from that it needs a focus as Daan0 said... The custom stuff looks good (except the palm on the left in the first screen). So yeah, keep it up, it looks promising. Quote Link to comment Share on other sites More sharing options...
teeluu Posted January 29, 2006 Report Share Posted January 29, 2006 Like other ones have said - shadows looks a little odd at some places but i love it, especially textures. Quote Link to comment Share on other sites More sharing options...
st0lve Posted January 29, 2006 Report Share Posted January 29, 2006 Whats the stupid light thing in the 1st screen on the legde? Looks so damn wacky and it doesn't make any sense in my drunken head. I like maps like this I think, I wish I had UT. Quote Link to comment Share on other sites More sharing options...
Grinwhrl Posted January 29, 2006 Report Share Posted January 29, 2006 looks very nice. Quote Link to comment Share on other sites More sharing options...
kleinluka Posted January 29, 2006 Report Share Posted January 29, 2006 Looks small - no crates, yes no crates. - looks strange with the shadows - every house looks like a model Every house looks like a model. ehhh so what? it's the unreal engine. welcome to the future! No comment on the "no crates" remark :roll: Quote Link to comment Share on other sites More sharing options...
RD Posted January 29, 2006 Report Share Posted January 29, 2006 the metal railing dont really fit Quote Link to comment Share on other sites More sharing options...
von*ferret Posted January 29, 2006 Report Share Posted January 29, 2006 very hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast. Quote Link to comment Share on other sites More sharing options...
seppe Posted January 29, 2006 Report Share Posted January 29, 2006 me likes Quote Link to comment Share on other sites More sharing options...
KIIIA Posted January 30, 2006 Author Report Share Posted January 30, 2006 very hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast. Yeah, lighting Statics in Unreal2k3 really can be pain in the neck. Being used to the comfortable env_sunlight entity from HL1 i really was shocked when i saw the fucked up results when i applied a sunlight actor for the first time. Lighting the scene the way it is now ( which is obviously far from satisfying ) was a hard struggle of putting millions of normal pointlights in the scene and moving them around to fix the main lighting errors. I even experimented with 4 sunlight actors to get normal shadows...... To show you what i came up with in the end, i made a picture of my lighting concept! Quote Link to comment Share on other sites More sharing options...
Hourences Posted January 30, 2006 Report Share Posted January 30, 2006 You dont need those small lights, they are useless They are not the way to go I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs. Itll never be as awesome as per pixel realtime or even lightmapping but hey, itll look decent. my tutorial http://www.planetunreal.com/phalanx/tut ... vertex.htm You also have a couple of smoothing group probs I think. Aware of that or intentional or still unfixed ? The map itself looks nice and the custom content is good, if you manage to fix all probs up and keep on working on it you might get a very nice result. You are going to place more lights/lamps than just the sunlight right ? More blue backlighting btw. Quote Link to comment Share on other sites More sharing options...
KIIIA Posted January 30, 2006 Author Report Share Posted January 30, 2006 I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs. I actually read your tut and i`m aware of the issue "Vertexlighting". Apart from that i tried several other methods like prerendered textures and lightmapped statics with several bUnlit and Glow settings but the result was never satifying! Where do you see Smoothing Group errors? Quote Link to comment Share on other sites More sharing options...
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