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  1. #1
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    Default "Work In Progress" - An image thread for everyone!

    Let's see what you all are working on at the moment! Can be levels, models, textures, whatever counts as designing for UT3.

    And no worries if it looks odd at the moment: by posting in this thread, you can get advice and new ideas!

    No bashing if someone's work looks silly or stupid to you, let's give constructive critique and friendly comments only.

    I'm trying to make a CTF level at the moment:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    (In the image: middle arena.)
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  2. #2
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    my wip =P - The Anubis Class AISN Battleship for the Angels Fall First: Planetstorm mod
    it doesnt have textures so i consider it a wip
    Original build was by Failurecrusade ... i did the poly upgrade and will prolly tex it
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    more pics of it on my devart page =)
    Last edited by ikarus; 12-24-2008 at 08:25 AM.

  3. #3
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    My current work in progress: A CTF map based around floating chunks of rock in the sky. Navigation on this map is based on Jump Pads, which is my only problem seeing as bots like to stop in mid air after a jump and fall to their deaths (they seem to be able to instantly set their velocity to zero in the middle of a jump).

    All the meshes and textures are custom, with exception of the sky dome and star texture which are from UN_Sky.

    Right now I am not adding any details or other light sources, as I am still playing around with "island" placement in regards to gameplay. For now the moonlight is good enough. If I add more light sources I do not want them to detract from the moonlight itself as the moonlight it part of the theme of this map.

    One of the small jump islands:



    Looking down some stairs on the center low island:



    View of one of the bases:



    Downward view of the stairs on the other side of the center low island:



    Anyway I have a lot of work left to do!

  4. #4
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    SynaGlow, looking good, how did you blend the edges of the ground material with the rocks?

  5. #5
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    Quote Originally Posted by Archasis View Post
    SynaGlow, looking good, how did you blend the edges of the ground material with the rocks?
    Vertex colors on the mesh. I then use the vertex colors to control Lerps in the material.

  6. #6
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    Quote Originally Posted by SynaGl0w View Post
    Vertex colors on the mesh. I then use the vertex colors to control Lerps in the material.
    Cool, thanks.

  7. #7
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    Quote Originally Posted by SynaGl0w View Post
    My current work in progress: A CTF map based around floating chunks of rock in the sky...
    These pics are simply awesome & I love the idea ! I hope that you will stick to that dark looking unique look

  8. #8
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    I'm working on a Maelstrom remake:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by bclagge; 01-01-2009 at 06:43 PM.

  9. #9
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    More work on the CTF level:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    SynaGl0w: nice idea, inspired by the floating lands in the original Unreal?
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  10. #10
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    I'm currently working on a handfull of maps, I made some good progress lately.
    Got 1 vctf and 2 dm nearly on beta.

    Just a few small screen previews.
    (only the top-right one has proper lighting done)

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    BIGBADABOOM!!!

  11. #11
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    This thread is full of win! Thank you for starting it Mus.
    Community Coordinator
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  12. #12
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    Here's a Warfare map i have been working on:



    (now just 2 interesting things i managed to do )
    Upside down powernode:



    And the self-protecting-organic-rocky Powercore:



    When the Powercore's team dominate the node in the center of the map (the upside down one), it's power core closes itself like this, leaving it unvunerable to any damage (the powercore is not fully closed here, for showing purposes ) :



    One interesting thing is that not everything you see here will be like the final version, because after some playtesting i noticed it was too small and cramped, so i started building a version 2 of this map. I moved all the content i have been using (like custom materials which were quite a bit) to the new map, so this shouldn't take much long i hope. It's due to my building style....you know, first map, i don't have much of a strategy while building it, i just.....throw stuff in...then, after pretty much finishing the map, i see how it all went out....This way, this kinds of things would happen eventually
    Codename: Evil
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  13. #13
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    No problem Flak, thanks for sticking it!

    Keep posting people!
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  14. #14

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    I'm working on this VCTF map for CBP3.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  15. #15
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    N3oDoc: Part 3 to be released? Didn't know, and now you got me waiting!

    Nice meshwork there, lighting looks great too. How about the skybox, you're planning to do something interesting there?

    The bottom-right image somehow reminds me of the ISV-Kran level of U1.
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  16. #16

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    Quote Originally Posted by musilowski View Post
    N3oDoc: Part 3 to be released? Didn't know, and now you got me waiting!

    Nice meshwork there, lighting looks great too. How about the skybox, you're planning to do something interesting there?

    The bottom-right image somehow reminds me of the ISV-Kran level of U1.
    Hey thanks for the nice words musilowski!
    Yeah, CBP3 volumen 3 is in the works , expect a release before the MSUC phase 3 deadline...
    About the skybox maybe I will make some animations like starships flying...dunno atm :P

  17. #17
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    This will be a very interesting thread! Seen some pretty sweet stuff so far! Should be a good thread for inspiration.

    @Staward: I like the rocky power core idea. Blends in with the theme of your map nicely. Also the closing of the rocks around the power core for it's protection is excellent. I like lava/rock themes btw.

    @N3oDoc: Very neat looking map! Nice job with the meshing!

  18. #18

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    Quote Originally Posted by SynaGl0w View Post

    @N3oDoc: Very neat looking map! Nice job with the meshing!
    Hey thanks for the comment!

  19. #19
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    kind of early but


    Ive been waiting for someone to do this but to no avail
    sooo i am
    only 3 fingers know how to type

  20. #20
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    Small update with the map I am working on. Have not started working on it again till today. Been busy the past few days.

    Anyway I added some rails to the stairs and some light poles with lights. These lights do not seem to distract from the moonlight too much. At least I don't think so. Anyway here are some pics:






    My choice in texture for the light poles and railings is not final yet. I just added a quick rusty texture for now though.


    Quote Originally Posted by musilowski View Post
    SynaGl0w: nice idea, inspired by the floating lands in the original Unreal?
    Not sure that I was inspired by just the original Unreal as much as I am inspired by the general idea of floating islands.

    Quote Originally Posted by stevelois View Post
    These pics are simply awesome & I love the idea ! I hope that you will stick to that dark looking unique look
    Glad you like what I have done so far. I plan on keeping the dark moonlit look as much as possible.

  21. #21
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    Quote Originally Posted by SynaGl0w View Post
    Small update with the map I am working on. Have not started working on it again till today. Been busy the past few days.

    Anyway I added some rails to the stairs and some light poles with lights. These lights do not seem to distract from the moonlight too much. At least I don't think so.
    Personally I would have done torches or brasiers in stead of the light that you chose I also would not have put railings on the stairs but, that is just me..

  22. #22
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    @SynaGl0w What software are you using for the custom content, just out of curiosity?
    and also, how did you do that sky dome, is it just a reworked stock material?

    @Epic Why don`t you guys post some screens of our UT3 expansion....
    Be quick or Be dead

  23. #23
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    Quote Originally Posted by Staward View Post
    @SynaGl0w What software are you using for the custom content, just out of curiosity?
    and also, how did you do that sky dome, is it just a reworked stock material?
    For custom content, I am just using Blender, Gimp (With a Normal Map plugin), Paint Shop Pro(A somewhat old version that loads really fast). Also some other misc. software when I need it.

    I used a sky dome mesh and stars texture from the UN_Sky package to start with. The clouds and moon textures I created myself from pictures I took. They are on different static meshes but are translucent so they blend together. I had to set their transparency sort priority to negative values to get them to be the correct order without having drawing troubles.

    I have been using a somewhat dated Sony DSC-H1 camera for texture photos for a while. I am thinking about getting a new camera pretty soon.

    Quote Originally Posted by Staward View Post
    @Epic Why don`t you guys post some screens of our UT3 expansion....
    Well I am pretty sure that would qualify as Work In Progress...

  24. #24
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    havnt had much time to map, but when i do heres what im working on. Its a small free for all map, with one elevator lift, maybe 2 if the map allows for it. Check it out tell me what you think.
    this goes out for those who choose to use disrespectful views on the king of NY

  25. #25
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    Big Grin

    heres some screenies of some of my map fodder







    what ya think so far?
    only 3 fingers know how to type

  26. #26
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    Im working on a custom level.Everything is being built from scratch.I figured I would post a few screenshots of the layout and some of the props.This is a work in progress so everything from lighting to textures on some of the props are all in various and early states.

    The level shots I did as lighting only as there aren't many textures in and it's kind hard to read right now so I figured just doing the lighting shot so everything can be seen clearly for now I'll update with some textures soon.

    Overall layout shot (temp placeholders and what not, lighting not final)




    Small walkway tunnel inside one of the sections




    Some Props (Various states)





  27. #27
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    Quote Originally Posted by JustinR View Post

    [/IMG]
    This reminds me of a film with ice cube in it where hes on mars or something and hes some bad ass dude. Is it ghosts on mars ? Meh I cant remember looks very similar to the setup.

    this looks really nice tho.

  28. #28
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    More pics of my WIP CTF map. I just changed the material on the light poles and the rails. They seem to fit in a little better. The rock materials got some improvement. I also added some decor to the bottom of the jump island to see how it looks before I apply it on all the islands. Ignore the unlit jump pad.











    I am going to stop messing around with visuals for a while and now concentrate on getting all of the islands placed so I can get down to testing gameplay. Then I'll figure out what I want for clutter.


    @JustinR: That looks like an interesting layout for sure! Will be nice to see some textured shots.

  29. #29

  30. #30
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    Thanks for all the kind words guys! I'll be sure to keep working on it. I have created about 3 new islands, and I am about to make a few more. I'll be sure to post some screen shots of it once those are done.

    @N3oDoc: Screen shot looks pretty sweet!!

    @Daniel KaMi: Like the look of the base layout.

  31. #31
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    SynaGl0w: thought about adding a slight blue tone to the clouds?
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  32. #32
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    Quote Originally Posted by musilowski View Post
    SynaGl0w: thought about adding a slight blue tone to the clouds?
    I actually tried it when I first put the clouds in the map, but it did not have the mood/look I wanted. Instead what I did, was put a hint of blue in the fog. I could always add a bit more to the fog color and see what it looks like.

    My goal is to keep the sky very dark, since the map has a dark theme but still with full moonlight. Cloud textures may or may not be final. Eventually what I want to do is cut out and divide the clouds so that as the player moves the clouds appear to be at different distances giving them more of a 3D appearance.

  33. #33
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    I'm making a tournament style deathmatch. I don't have any pics yet because I haven't put in any lights yet.

  34. #34

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    Hey Synaglow your map is looking good
    BTW here is a new shot from my map VCTF-CBP3-Octopus:


  35. #35

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    First, Thx to you Musilowski, very cool thread
    And I love this place :
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    SynaGl0w, your CTF map looks to have a real ambience and all the stuffs are really well made, keep it up !


    Quote Originally Posted by N3oDoc View Post
    When I see that, I regret to don't take fun to play VCTF map...

    N3odoc, you are one of my favorite mapper, and your map DM-CBP3-Thor is just my favorite custom map. The layout/flow is just so good, and the ambience you have create in it is just freaky awesome !!!

    I hope you will work on a other DM map soon, I pray for that
    Last edited by SEBASTIEN-NOVA; 01-06-2009 at 07:37 AM.

  36. #36

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    Quote Originally Posted by SEBASTIEN-NOVA View Post

    N3odoc, you are one of my favorite mapper, and your map DM-CBP3-Thor is just my favorite custom map. The layout/flow is just so good, and the ambience you have create in it is just freaky awesome !!!

    I hope you will work on a other DM map soon, I pray for that
    Hey SEBASTIEN-NOVA thanks so much for the nice words , I'm glad that you liked Thor so much
    and surely I will make another DM for UT3 when I finish the vctf map.

  37. #37
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    Default dm-Arena gate

    im working on a map remake from quake 3 arena(q3dm1-Arena Gate)

    Quake 3 Arena


    Unreal Tournament 3

  38. #38
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    neat stuff here!

    Here are two pics of my wip VCTF map for the next CBP3 volume, set into a ruin city, still very early :


    My maps
    UT3 Maps:
    DM & CDOM-CBP3-Yarith
    DM-CBP3-Salvation MSUC 1st Place
    CTF-CBP3-Arean MSUC 2st and 5st Place
    DM-CBP3-solar, VCTF-CBP3-Artemisa MSUC 2st place

    UT2004 Maps: DM-LastCrusader2k4, DM-Mako, DM-BP2-Calandras, DM-CBP2-Griffin.
    UT Maps: DM-Lastcrusader, DM-Lastcrusader][, DM-Lastcrusader]|[, DM-Nibelheim, CTF-Gataka, CTF-Vaultcity, CTF-Arean23, CTF-Siberian23, ect...ect...

  39. #39

  40. #40
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    Quote Originally Posted by N3oDoc View Post
    BTW here is a new shot from my map VCTF-CBP3-Octopus:
    ...
    Quote Originally Posted by Daniel KaMi View Post
    neat stuff here!

    Here are two pics of my wip VCTF map for the next CBP3 volume, set into a ruin city, still very early :
    ...
    Thumbs Up there.


 
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