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    "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:

    [shot]http://img522.imageshack.us/img522/7647/preview01hp6.jpg[/shot]
    (In the image: middle arena.)

    #2
    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
    [shot]http://affuniverse.com/artdepot/public/Anubis.jpg[/shot]

    more pics of it on my devart page =)

    Comment


      #3
      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!

      Comment


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

        Comment


          #5
          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.

          Comment


            #6
            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.

            Comment


              #7
              I'm working on a Maelstrom remake:
              [shot]http://i144.photobucket.com/albums/r186/bclagge/Maelstrom02.jpg[/shot][shot]http://i144.photobucket.com/albums/r186/bclagge/Maelstrom01.jpg[/shot]

              Comment


                #8
                More work on the CTF level:

                [shot]http://img510.imageshack.us/img510/695/preview02by1.jpg[/shot]

                SynaGl0w: nice idea, inspired by the floating lands in the original Unreal?

                Comment


                  #9
                  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

                  Comment


                    #10
                    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)

                    [screenshot]http://i208.photobucket.com/albums/bb234/IzayoiKagemaru/wips1.jpg[/screenshot]

                    Comment


                      #11
                      This thread is full of win! Thank you for starting it Mus.

                      Comment


                        #12
                        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

                        Comment


                          #13
                          No problem Flak, thanks for sticking it!

                          Keep posting people!

                          Comment


                            #14
                            I'm working on this VCTF map for CBP3.

                            [Screenshot]http:///n3odoc.planetunreal.gamespy.com/images/Octopus.jpg[/screenshot]

                            Comment


                              #15
                              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.

                              Comment

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