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Posted

Hey there strangers,

Though im pretty new to this site (and may i say what a spledid place this is!!!!) ive been a photographer for 6 years now and level designer for roughly the same amount of time. Currently at college im working on my final project, a virtual gallery of my photography work. A showcase, with in a showcase.

So ive been working on this for 2 or 3 weeks now, i have lots of custom textures made (most used::45mb +) be it sometimes alterations on ''valve's'' original textures. Most were photo sourced. The geometry is pretty much final, and the lighting isn't 'far' and the final detailing brushwork is still needed.

(I think i will just show what i have so far.)

The gallery is split into 4 area's or space's. The Corridor Gallery, Cube Gallery, Cavern Gallery and Architect Gallery.

Corridor Gal:

http://img.photobucket.com/albums/v630/ ... gal03d.jpg

http://img.photobucket.com/albums/v630/ ... gal03b.jpg

http://img.photobucket.com/albums/v630/ ... gal03a.jpg

Cube Gal:

http://img.photobucket.com/albums/v630/ ... gal02c.jpg

http://img.photobucket.com/albums/v630/ ... /boo03.jpg

Cavern Gal:

http://img.photobucket.com/albums/v630/ ... gal02b.jpg

http://img.photobucket.com/albums/v630/ ... gal02c.jpg

http://img.photobucket.com/albums/v630/ ... gal02d.jpg

http://img.photobucket.com/albums/v630/ ... _gal03.jpg

Architect Gal:

http://img.photobucket.com/albums/v630/ ... gal03c.jpg

http://img.photobucket.com/albums/v630/ ... gal03b.jpg

http://img.photobucket.com/albums/v630/ ... gal03a.jpg

http://img.photobucket.com/albums/v630/ ... gal02e.jpg

http://img.photobucket.com/albums/v630/ ... gal02j.jpg

http://img.photobucket.com/albums/v630/ ... gal02g.jpg

Any feedback will be most welcome, i can offer more shots for those who are interested. The images above are from different builds, i should probably take a fresh set of shots of progress 'thus' far.

Daniel

Posted

A great concept for a map, looking very nice in all the shots.

I am curious though, is the map meant to be playable in any form or is it simply a showcase of your work? It might be nice to compile it into a form whereby it could be a playable HLDM / CSS map, showing off your work to an even wider audience. I am sure it would take relatively little time on top of that which you have already spent.

Any plans on a beta release for testing or simply bug fix purposes?

Posted

okay, i forgot to say what the final 'product' will be.

Basically the college brief asks us to prepair a piece of work to be showcased in an art/photography gallery. The thing is, we are to complete all the work up until the point of actually displaying the work. In other words, create a piece for a gallery.

My concept was to make my own gallery, do a fly through, displaying my work and have this 'fly through' projected in a real gallery. Hence, the piece wont be playable nor need testing etc.

The idea of making a map out of it i really like, to reach a broader audience. And to be fair this gallery is made of bits of maps ive recently built for a MOD project im working on. (Very early stages)

Thanks again guys,

Dan

Posted

Hey peeps,

Finally im approaching a final stage in both the Architect Gallery and Corridor Gallery. A few more images here and there and it'll be final. Pretty pleased with the way the Architect Gallery turned out. Here are some pics:

A view from the entrance to the architect gallery:

http://img.photobucket.com/albums/v630/ ... _gal04.jpg

The first image to come accross, i am especially pleased with the back lighting and water reflection, though it may need tweaking. Depends how much time i can spare:

http://img.photobucket.com/albums/v630/ ... gal04b.jpg

Looking back from the last piece you will see this photograph. Especially apt as the end of the crane seems to be supporting the light fixture:

http://img.photobucket.com/albums/v630/ ... gal04c.jpg

Through to the other side of the architect gallery, a line of images i relate to my days riding:

http://img.photobucket.com/albums/v630/ ... gal04d.jpg

Looking past the riding photo's:

http://img.photobucket.com/albums/v630/ ... gal03c.jpg

This is looking down to the entrance to the gallery:

http://img.photobucket.com/albums/v630/ ... gal04e.jpg

Im also very pleased with the way this turned out. Bright, airy and pleasent geometry to look at. Its the connecting corridor between the architect gal and the cavern gallery:

http://img.photobucket.com/albums/v630/ ... gal04f.jpg

A look down the corridor:

http://img.photobucket.com/albums/v630/ ... gal04g.jpg

Next up the Corridor Gallery, where the fly through will START. I think its worth noting that the piece will loop. (IE the camera will finish on the exact same looking geometry as it starts on.):

First corner to come accross:

http://img.photobucket.com/albums/v630/ ... gal02a.jpg

down the stairs and the next turn:

http://img.photobucket.com/albums/v630/ ... gal02b.jpg

Finally an overlook of the architect and corridor gallery space's:

http://img.photobucket.com/albums/v630/ ... hcorid.jpg

Ill be sure to post an overlook with the entire piece in shot some time soon.

Daniel 'Monkah' Gregory

Posted

I would really suggest re-doing the lighting so that there are directional lamps on the artwork (like in galleries). Good, smooth lighting can really map an area look 100% better.

Also, if you have time, you might want to give some of those flat surfaces some minor 3D flair with some coping or striping. It adds depth, shadow, and breaks up monotony.

Posted

Hey Flech,

I see what your saying about the lighting, im just not sure the source engine is up to it. 40+ images = 40+ lights. Even though your right, good lighting makes all the difference.

As for the flat surfaces... which do you mean? Im all for adding additional depth and character. Flat lines are boring.

Some more cavern picks for the time being:

http://img.photobucket.com/albums/v630/ ... gal03a.jpg

http://img.photobucket.com/albums/v630/ ... gal03b.jpg

http://img.photobucket.com/albums/v630/ ... gal03c.jpg

http://img.photobucket.com/albums/v630/ ... gal03d.jpg

Monk

Posted

Mmm, you guys are talking me into this. Perhaps a little off the point of what im trying to achieve but none the less worth it. Im worried about source only being able to handel a max of 6 lights on any 1 surface. I suppose i could limit their shine distance. Hmm indeed.

Posted

Goody goody, but I'd say you should use smoothing groups on rounded things such as tunnels and pillars, unless it was intended to be so :

smooth.jpg

Posted

Yeah smoothing groups will improve the look considerably. Also, if this map is purely a showcase and you're not especially worried about performance, then why not double the number of faces on those pillars and tunnels? Might be a bitch to have to re-make them all, but with double the faces they are going to look very sexeh.

Posted

Yeah i think ill redesign the pillars with more faces etc, but as for the tunnels i think they shall be untouched. Well, ill add smoothing groups to the geometry soon enough.

Posted

Hey again peeps,

Been working on the cavern gallery a little. Added some misc geometry and glass hand rails around parts of the path. Its a pain in the ass to do but i think it looks ok. (All the walkways will get handrails.)

http://img.photobucket.com/albums/v630/ ... gal04c.jpg

http://img.photobucket.com/albums/v630/ ... gal04b.jpg

http://img.photobucket.com/albums/v630/ ... gal04a.jpg

Ive smooth grouped 'some' pillars and im happy to report they're lovely and smooth now. (Forgot to screengrab.)

Daniel

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