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Posted

hot stuff

i started making a little testmap today aswell in unreal ed but than i tried (god forbid) to cock it and that dos window crashed and now i cant load any map anymore in unrealed not even the official ones like "deck" that used to be able to load ... ... do you know what files are being written/generated during the cooking process that could fuck everything up for me ?

i really want to start posting hot stuff here as well :D

/edit it was the shader cash that got corrupted it seams

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Posted

Warby is better in modeling and skinning than I:)

Level progressed well. There are still plenty of probs left though, the statues at the gate float for example, and there are seams in the volumetric lighting beams. Also theres something wrong with the lighting, but I cant get it right. The house is too dark and looks too uninteresting right now. However rotating the sun makes the strong lighting from the windows become obsolete, so thats not it either...

The level is already 181 MB large...

krodan3.jpg

Posted

Hourences: I know you don't like when people say it looks good, but rather want some nitpicking feedback that can improve a level.

The way you used ivy that hangs off rocks is very sprite like. In gears the ivy has numerous planes that twist and create that dimension to it. Recently I was adding some ivy to one of my test levels and one of my friends suggested using two planes to give the ivy more dimension (one shorter than the other). Also possibly upping the res or remaking the texture will be good. GoW rule is make one very good looking asset and reuse it all over. Also I got a sense that some of your textures are much lower res than the ones used in gears such as 1024 x 1024 and 2048 x 2048.

Overall level is shaping up nicely. You really got the understanding for warm and cool colors to establish an atmosphere.

-Method

Posted

Overall level is shaping up nicely. You really got the understanding for warm and cool colors to establish an atmosphere.

-Method

Agreed. This map has a completely different visual style to your GoW map.

Posted

Some more constructive criticism from me....

It's looking very good already generally, but I can't help but think the stalactites, noticeably in the second screenshot don't really come out looking natural. The general shape makes me think of Spire, as if you simply copied them over, and that may be why they don't fit.

In the 2nd screenshot, the ones most to the right for instance don't have a rounded base with the cave. Overall they may be a little too spiky for such rounded caves. Visually speaking you could also perhaps work on their integration in the scene, with a water dripping overlay for instance, and possibly very small stalagmites forming down on the ground. Seen as these spikes aren't made of rock but of minerals, a texture change may be in order as well.

Posted

I think the lighting looks a little washed out in my opinion, could use a little more refinement. Also what would maybe look cool if there were some carved gargoyle / whatever statues in the rocks. Or just more statues on the building thats built into the rock to make it look more impressionable and striking!

Posted

Thanks all :)

dux: Worked on the lighting as you can see below. Statues are rather difficult. I suck in modeling statues and the game didnt come with many. I did add one small new statue on your request though:)

Deh0lise: the cave runs down, I cant be bothered investing time in making water run downhill and "pile up" at the exit of the cave. It would be cool but not worth the effort imo.

Furyo: I know but without them the cave would be empty, so Id rather have something pretty but illogical than the other way around. I did add a second texture at the tip of every stalactite, a different and more smooth rock, but its rather difficult to notice ingame..

I cant change the entire texture on them as that would make them blend in badly.

Method: the ivy is a bitch to make, all ivy is unique and modeled around the rock behind them. Its a very tedious job so I dont feel like modeling some more. However I did rephotoshop and re-shader-ify the ivy textures so they hopefully have more depth now. They are already 2048, its just a huge surface.

The level is getting near final visual quality, but I have a lot of optimization and gameplay work left to do. Major changes, I am getting satisfied. Enjoy:

krodan4.jpg

And while you are all at it, check my other thread on the release of my book and UE3 tutorials :)

http://www.mapcore.net/forums/viewtopic.php?t=10246

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