[SHOT]http://fc08.deviantart.net/fs71/i/2010/328/1/a/udk_deathmatch_level_2_by_freaqie-d33i28a.jpg[/SHOT]
[SHOT]http://fc05.deviantart.net/fs70/i/2010/328/c/6/wip_deathmatch_map__by_freaqie-d33i1lb.jpg[/SHOT]
a first showing of a WIP level of mine,
the big cavemesh is custom most other assets are not (yet)
i will replace some later, but some generic items will still be used to keep the packages small.
To create an interesting high contrast look lava was put at the bottem of the crevass, it has been used to light most of the area, also helping to define the shapes of the objects for clear navigation (although it is a bit cluttered still)
lightmass was not used for this scene as the effect it created was too washed out destroying the high contrast feel, maybe I will use it in the final, but I need t control it better to be able to get the high contrast i need lighting for dramatic effect. I might use it for the final map but I'd have to find a ways of preperly dialing down the lightbouncing, any tips are appreciated, (I have found the global controls and per light controls, but I still get a wahsed out look.
it is still work in progress, hope to finish it in the coming months.
comments are most appreciated!
Freek
[SHOT]http://fc05.deviantart.net/fs70/i/2010/328/c/6/wip_deathmatch_map__by_freaqie-d33i1lb.jpg[/SHOT]
a first showing of a WIP level of mine,
the big cavemesh is custom most other assets are not (yet)
i will replace some later, but some generic items will still be used to keep the packages small.
To create an interesting high contrast look lava was put at the bottem of the crevass, it has been used to light most of the area, also helping to define the shapes of the objects for clear navigation (although it is a bit cluttered still)
lightmass was not used for this scene as the effect it created was too washed out destroying the high contrast feel, maybe I will use it in the final, but I need t control it better to be able to get the high contrast i need lighting for dramatic effect. I might use it for the final map but I'd have to find a ways of preperly dialing down the lightbouncing, any tips are appreciated, (I have found the global controls and per light controls, but I still get a wahsed out look.
it is still work in progress, hope to finish it in the coming months.
comments are most appreciated!
Freek
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