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Re: Screenshots

Posted: Thu Feb 24, 2011 3:40 pm
by Anthem
I think the muted pallet of colors is interesting; it looks good. Keep it up.

Re: Screenshots

Posted: Thu Feb 24, 2011 5:10 pm
by Plan B
o'dium wrote:Image
Hipshot wrote:Hmm, will those doors overlap when they close?
o'dium wrote:The doors fit. Its FOV 90 messing with what you think the scale is.

Thought the same, tbh, but looking pretty slick :up:

Bloodstain on floor looks off, though.

Re: Screenshots

Posted: Thu Feb 24, 2011 5:24 pm
by obsidian
I think you can add a splash of colour while still retaining the muted brown theme. For example, try making a painted brick texture with a colour like a really desaturated red and use it on the lower 1/4 of the wall. Desaturated colours will help in keeping the colours muted like the rest of the scene so as to not draw out too much attention. Red is still in the range of the monochromatic browns that you are still using, so it won't look too contrasty.

Re: Screenshots

Posted: Thu Feb 24, 2011 5:27 pm
by ShadoW_86
Atelier final for Xonotic.
More screenshots and info

Image

Re: Screenshots

Posted: Thu Feb 24, 2011 6:58 pm
by EmeraldTiger
Looks like a Leviathan / Dies Irae hybrid, with a Quake 4 style.

Pretty cool, too bad I can`t play it cuz I dun have Xonotic. :cry:

Re: Screenshots

Posted: Thu Feb 24, 2011 7:18 pm
by ShadoW_86
Xonotic is a free game ;).

Re: Screenshots

Posted: Thu Feb 24, 2011 10:48 pm
by spirit_
Hey Shadow! Great that you made a map for Xonotic. I also considered that a while ago.

Do you know what texture licenses they accept for maps?

EDIT: Wow, they got a preview release with binaries now, no more messing with ugly git and having to compile it yourself! :)

Re: Screenshots

Posted: Thu Feb 24, 2011 11:40 pm
by o'dium
I hate Q3W's YouTube code, so backward...


Re: Screenshots

Posted: Fri Feb 25, 2011 1:10 am
by Hipshot
Are there any environments other than these industrial-ish brown ones?


Too much blood on the ground, because of all the heavy rain and also - the character itself really doesn't show wounds comparable to the amount of blood.


You really should add something more to the scene to emphasize all that raining... impacts, reflections etc.

Re: Screenshots

Posted: Fri Feb 25, 2011 6:05 am
by Noruen
That blood on the wall is really unrealistic. It seems like he was hit by thousnad of bullets, without visible wounds, then fell down and now bleeding from his ankle.

Re: Screenshots

Posted: Fri Feb 25, 2011 1:09 pm
by o'dium
Its a game. Its also a UI scene, so I can't use things you would expect, particles and the like, its all hacked model surfaces. I only have so much memory to work with before it takes years to load and chugs, defeating the point.

Heres a changelog so far:

-Added green lights to the marine near his chest/wrist so cast some dynamic shading. Not sure why I forgot those in the first place.

- Changed the blood pool on the floor to be less pool and more "dragged".

- Re-worked the dude texture so hes more bloody, more beaten up, also shows on the normal. The space I have to work with is tiny for this to keep file size down, its not like the player model.

- Removed dudes left wrist, cut it off, and stuck it on the floor near him, made it whiter obviously, added blood and stuff to it as needed.

- Changed the light above the door to a rare random flicker, added flare to match as well as light.

- Changed light inside open doorway, now pushed back further but also added alpha tested character shadow of people running that randomly streaks over the screen in that room, making it look like theres action going on.

- Various other little tweaks etc.

In Progress-

- Add more surface impacts for rain, there isn't enough atm. More ambient stuff.

- Change all the surface materials to a "Wet" effect. Waiting on shader.

I knew I shouldn't have uploaded that video so soon.

Re: Screenshots

Posted: Fri Feb 25, 2011 1:21 pm
by HM-PuFFNSTuFF
The bullets seem to levitate above the floor Gavin.

Re: Screenshots

Posted: Fri Feb 25, 2011 2:53 pm
by Plan B
o'dium wrote:- Changed the blood pool on the floor to be less pool and more "dragged".
hehe, yeah I was bitching about that.

Seriously, I think it's cool how you guys throw out status reports, and act on feedback from "the community".

Re: Screenshots

Posted: Fri Feb 25, 2011 3:40 pm
by o'dium
I'll have a new video up in a bit, jsut need to do one final change to the rain impacts so they look less shite (and you can actually see them zomg) then I'll call it done. Can't spend forever on it, took me all day to do it as it is.

Re: Screenshots

Posted: Fri Feb 25, 2011 5:33 pm
by o'dium
Updated...

I hate Q3W's YouTube code, so backward...


Re: Screenshots

Posted: Fri Feb 25, 2011 7:48 pm
by obsidian
Who's shadow is that running by in the doorway?

Looks great otherwise.

Re: Screenshots

Posted: Fri Feb 25, 2011 8:03 pm
by MKJ
its from the frantic action going on inside.
i like it.

Re: Screenshots

Posted: Sat Feb 26, 2011 3:59 am
by Bonnebez
A big red guy to put in a map (or not) :

http://serge.billault.pagesperso-orange ... eature.zip

Image

Re: Screenshots

Posted: Tue Mar 01, 2011 7:00 am
by ^Ghost
slowly gettin stuff done.
[lvlshot]http://img14.imageshack.us/img14/8233/shot0054p.jpg[/lvlshot]

Re: Screenshots

Posted: Wed Mar 02, 2011 5:44 pm
by ShadoW_86
First and early shots of some Udk map :).

Image

Image

Re: Screenshots

Posted: Wed Mar 02, 2011 5:50 pm
by cityy
Nice, looking good. What game do you use?

Re: Screenshots

Posted: Wed Mar 02, 2011 6:14 pm
by Bonnebez
From the look of the vehicle i would say something like unreal tournement or derived

Re: Screenshots

Posted: Wed Mar 02, 2011 6:30 pm
by ShadoW_86
Udk. Better pictures soon.

Re: Screenshots

Posted: Wed Mar 02, 2011 6:37 pm
by cityy
I was asking what game you use - ut3 or any other game running on unreal engine 3. :p

Re: Screenshots

Posted: Wed Mar 02, 2011 6:41 pm
by Hipshot
He's using UDK.


How many times...