Page 238 of 295

Re: Screenshots

Posted: Thu Jan 26, 2012 3:50 pm
by Eraser
Completely and utterly unrelated to level design, but they are screenshots of something I'm working on. It's a little game that I've begun building. And yes, it is a blatant Geometry Wars rip-off :)

Image

Image

Re: Screenshots

Posted: Thu Jan 26, 2012 9:08 pm
by [acid]
Playing around with neat texture set. No details and no proper lighting yet.

Image

Image

Image

Re: Screenshots

Posted: Thu Jan 26, 2012 9:23 pm
by fKd
looks like the classic sgtech set from ut, nice work.

Re: Screenshots

Posted: Thu Jan 26, 2012 9:28 pm
by obsidian
Try using a patchmesh for those trim elements, you might get better results with the seams.

Re: Screenshots

Posted: Fri Jan 27, 2012 10:20 pm
by cityy
That is looking good acid! Reminds me a bit of http://lvlworld.com/review.php?id=2041. Maybe you can take some inspiration from that map.

---

Some progress on Hektik:

[lvlshot]http://dl.dropbox.com/u/15072710/QL/Hektik/shot0016.jpg[/lvlshot]

Next on the todo list:
- lighting (add contrast, make it brighter)
- more textures for greater variation

Re: Screenshots

Posted: Sun Jan 29, 2012 9:55 am
by Bliccer
@Eraser: Have you also done the graphics? Since Tron 1 I'm a huge simplistic neon fan! Looks like Asteroid just more effective.

Re: Screenshots

Posted: Mon Jan 30, 2012 7:28 am
by Eraser
Yes I did, although I really suck at making stuff. The glow look was achieved using a filter effect in Paint.NET

tree

Posted: Mon Jan 30, 2012 2:28 pm
by lightmill
made a tree model
Image

EDIT: download here http://www.mediafire.com/?ijnnhawqsugfx8g

Re: Screenshots

Posted: Mon Jan 30, 2012 8:31 pm
by j3st3r
Nice, wanna share?

Re: tree map model

Posted: Mon Jan 30, 2012 10:39 pm
by lightmill
yeah sure, I sorted it out and made original trunk texture instead of the one in the screenshot (that was lifted from some game) http://www.mediafire.com/?ijnnhawqsugfx8g btw is there a general thread for mapmodels around here?

Re: Screenshots

Posted: Tue Jan 31, 2012 4:41 pm
by obsidian
Playing around with Crazy Bump and Mental Ray:

Image

Re: Screenshots

Posted: Wed Feb 01, 2012 2:38 am
by sock
Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/ma ... guard3.jpg

Re: Screenshots

Posted: Wed Feb 01, 2012 5:01 am
by fKd
giving me a warcaft feel.. cartoony almost.

Re: Screenshots

Posted: Wed Feb 01, 2012 10:46 pm
by sock
Have replaced with something better, old link below if you are curious:
http://www.simonoc.com/images/design/ma ... uard3b.jpg

Re: Screenshots

Posted: Thu Feb 02, 2012 12:15 am
by Bliccer
obsidian wrote:Playing around with Crazy Bump and Mental Ray:
You also have got the jagged errors on the left upper side. Here it was because of the Max. Sample level (too low)... at least in Maya.

@sock: It looks a bit cartoonish, because it seems as if there are black lines on the arches, and I think because of the strong colors on the floor.

Re: Screenshots

Posted: Thu Feb 02, 2012 12:35 am
by deqer
sock wrote:@fKd, What do you mean by cartoony?
I think he means the textures need more grain or noise at least.

Also, why doesn't the place look banged up and broken? The missing tiles in the floor look strange because nothing else in the room is missing. Only the tiles are missing.

Re: Screenshots

Posted: Thu Feb 02, 2012 2:41 am
by sock
Bliccer wrote: I think because of the strong colors on the floor.
That is a fair point, the colours are really strong but that is the direction I want to take the textures, a richer palette with higher contrast . Plus most people here seem to be into tech/industrial themes, so bright colours are probably a shock to their system! :D

Re: Screenshots

Posted: Thu Feb 02, 2012 6:25 am
by obsidian
Bliccer wrote:You also have got the jagged errors on the left upper side. Here it was because of the Max. Sample level (too low)... at least in Maya.
Indeed, it didn't go unnoticed, but it's just a simple test render. I could turn sampling much higher but didn't feel like waiting forever for the render.

Re: Screenshots

Posted: Thu Feb 02, 2012 2:11 pm
by lightmill
Interesting observation about exaggerated contrast and black lines making it look less natural.
I assume it's somewhat based on Florence Italian architecture and they indeed tend to have a lot of contrast in decoration and floor tiles. Which you probably never can see in the photos, because limited light level inside the buildings equalizes and washes out the colors and contrast ( I did a quick search for photos and they are all bad representatives of the actual looks)

Re: Screenshots

Posted: Sat Feb 04, 2012 1:25 am
by sock
Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed. I know it is not techno industrial stuff, but we have enough people doing that stuff already!

Before (click thumbnails for larger image)
ImageImage

After (click thumbnails for larger image)
ImageImage

If you see something wrong or bothering you, say so, silence is worst kind of feedback. ;)

Re: Screenshots

Posted: Sat Feb 04, 2012 8:07 am
by Noruen
I like both versions, maybe better that more colored version. But tell me - what is your r_speeds in this view? :) It must be devilish... But I hope yopu plan to release this "map". I really like your style. And again - I can't believe this is idTech3...

And why are you prejudicted against tech style? :P

Re: Screenshots

Posted: Sat Feb 04, 2012 1:24 pm
by lightmill
Sock:the texture difference is subtle (I wouldnt notice except dirt on the floor and sharper white-blue floor) but the lighting improved indeed, making the scene look better.

Re: Screenshots

Posted: Sat Feb 04, 2012 4:36 pm
by MrLego
Second shots do look better, but the missing floor tiles from the first set would go better with the dirtier look of the second set.

If you're going to dirty it up a bit, some more clutter would help that look, right now things are still too neat and organized - break a chair or something. :D

I've always been a big fan of the medieval styling over the modern look - it just makes a level stand out more when you realize that it doesn't look like every other "Modern Warfare" type of game.

As always, nice work Sock!

Re: Screenshots

Posted: Sat Feb 04, 2012 4:37 pm
by obsidian
Well there is definitely an improved lighting from the uniformly bleh to the more contrasting orangy blueish lighting.

Decals are the bee's knees (I don't know why people say that, bees don't really have knees).

Re: Screenshots

Posted: Sat Feb 04, 2012 6:19 pm
by neoplan
Wow, looks really nice sock! The lighting is better than before imo. Textures are great as always.

Only the scale of the marble texture on the pillar looks too big for my taste.