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    #91
    I made a brick material of my own, to replace the retail one on my level. I think it turned out okay:

    [shot]http://img91.imageshack.us/img91/2066/preview10kx6.jpg[/shot]
    (And those are raindrops on the left, in case someone was wondering.)

    Only Photoshop and xNormal.

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      #92
      Originally posted by Thrallala View Post
      Looks interesting. Some suggestions though, I think you should change some post-processing options cause right now it looks a bit flat. The skyline does not really go well against the water surface.
      tbh i think that screen shot is a bit misleading. I'll take your suggestion into consideration, but I'll wait till you try out the beta first. if you still feel that way afterwords, I'll change it

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        #93
        WIP: DM-TokyoTrainwreck

        I've been working on this one (it's my first map) but I'm having some trouble with weapon placement. Hopefully there will be a beta soon so I can get lots of feedback.







        DGUnreal's posts and Hourence's tutorials have been wonderful BTW. Couldn't have done anything without their help.

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          #94
          That looks awesome reminds me of Fear

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            #95
            Originally posted by Doctor Zuul View Post
            ...
            Your lighting is really good.
            But seems to be in-editor shots? what about it after cook?
            I mean the shadow casting looks dynamic on your pics, that's give FEAR effect indeed

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              #96
              Originally posted by SEBASTIEN-NOVA View Post
              I mean the shadow casting looks dynamic on your pics, that's give FEAR effect indeed
              Thanks! I'm so glad that you noticed it. I love the look of nice, crisp hard shadows that dynamic lights give, but of course the performance just isn't feasible. I tried to approximate that look in certain areas with a handful of gradient decals that are stretched and resized. Frame rate is still fine (even on PS3, which is the performance target) so I added some pseudo-ambient occlusion stuff too (note the blobby shadows under the chairs in the second pic).



              Once we finish the map I'll probably do a little writeup on "painting" shadows with decals. It's an interesting experiment at least! (I also tried to get hard shadows by messing with BSP split, but that was just a mess...)

              edit: Oh yeah, the shadow of the grate is just a light environment at the lowest detail mode (it raises and lowers and the shadow looks really cool sliding all over the environment).

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                #97
                Very nice..i love dynamic shadows =]

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                  #98
                  Originally posted by Doctor Zuul View Post
                  Thanks! I'm so glad that you noticed it. I love the look of nice, crisp hard shadows that dynamic lights give, but of course the performance just isn't feasible. I tried to approximate that look in certain areas with a handful of gradient decals that are stretched and resized. Frame rate is still fine (even on PS3, which is the performance target) so I added some pseudo-ambient occlusion stuff too (note the blobby shadows under the chairs in the second pic).
                  Once we finish the map I'll probably do a little writeup on "painting" shadows with decals. It's an interesting experiment at least! (I also tried to get hard shadows by messing with BSP split, but that was just a mess...)
                  edit: Oh yeah, the shadow of the grate is just a light environment at the lowest detail mode (it raises and lowers and the shadow looks really cool sliding all over the environment).
                  Oh it's decals, what a work !
                  this look really awesome.
                  But did you have try to obtain shadow by lightmapping?
                  I mean you can increase the lightmapping of the CSG by going on their properties and put 4 or 2 on the lightmap resolution.

                  Anyway, I'm interesting by a tuto on shadow decals, I'm a fan of FEAR visual!

                  regards

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                    #99
                    New meshes I've been working on...

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                      Originally posted by Doctor Zuul View Post
                      I've been working on this one (it's my first map) but I'm having some trouble with weapon placement. Hopefully there will be a beta soon so I can get lots of feedback.







                      DGUnreal's posts and Hourence's tutorials have been wonderful BTW. Couldn't have done anything without their help.
                      Your first map ****, these are so nice, I just wish my first map would look at least 1/10 as good as yours **** nice

                      Comment


                        Originally posted by SEBASTIEN-NOVA View Post
                        Oh it's decals, what a work !
                        this look really awesome.
                        But did you have try to obtain shadow by lightmapping?
                        I mean you can increase the lightmapping of the CSG by going on their properties and put 4 or 2 on the lightmap resolution.
                        Yeah, right now I'm fighting a losing battle with lightmaps, as they are getting really huge and chewing up memory. I'm going to have to figure out a good way to cut that down, fortunately Hourence's has a great tutorial on optimization so I should be able to shave a few megs off.

                        N3oDoc: Oh **** dude, that looks crazy.

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                          Map for UT 3

                          (Lightning Only)
                          map is still alpha => no detailed information at the moment !

                          Comment


                            Originally posted by Doctor Zuul View Post
                            I've been working on this one (it's my first map) but I'm having some trouble with weapon placement. Hopefully there will be a beta soon so I can get lots of feedback.
                            Excellent job with the atmosphere!

                            Would be nice to have a little more control over shadowing methods in the editor with both meshes and lights... stencil shadowing/shadow volumes, etc.

                            Almost perfect method faking it though! You should definitely do a write up on how to use your decal method!




                            Originally posted by A---y View Post
                            (Lightning Only)
                            map is still alpha => no detailed information at the moment !


                            That looks pretty sweet!

                            Comment


                              hey guys!

                              got the game last week and actually i'm playing more with the editor than with the game

                              I'm working on a little DM map so i can get some experience with the tools.



                              Comment


                                Originally posted by Doctor Zuul View Post
                                Thanks! I'm so glad that you noticed it. I love the look of nice, crisp hard shadows that dynamic lights give, but of course the performance just isn't feasible. I tried to approximate that look in certain areas with a handful of gradient decals that are stretched and resized. Frame rate is still fine (even on PS3, which is the performance target) so I added some pseudo-ambient occlusion stuff too (note the blobby shadows under the chairs in the second pic).

                                Once we finish the map I'll probably do a little writeup on "painting" shadows with decals. It's an interesting experiment at least! (I also tried to get hard shadows by messing with BSP split, but that was just a mess...)

                                edit: Oh yeah, the shadow of the grate is just a light environment at the lowest detail mode (it raises and lowers and the shadow looks really cool sliding all over the environment).
                                Are you by any chance from Australia?

                                Comment

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