Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 16 years ago2008-10-07 16:42:33 UTC Post #256785
Posted 16 years ago2008-10-07 16:49:26 UTC Post #256786
Aah. A tornado would certainly spice up the DM gameplay :biggrin:
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-10-07 17:11:03 UTC Post #256787
Posted 16 years ago2008-10-12 11:29:54 UTC Post #256962
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Yay! Fire hydrant!
Posted 16 years ago2008-10-12 11:40:12 UTC Post #256963
Awesome detail. :o
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-13 14:01:33 UTC Post #257003
Program?

Looks like a ZBrush render.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-10-13 19:29:37 UTC Post #257015
Sotimage XSI.

Just a single point-light in the scene with a slight blur in the shadowing and an ambient occlusion pass. It wasn't quite how I had pictured the result, but I liked how the backround floor transitioned from light to dark, which made the model itself pop out, so I kept it.

Roughly 3000 triangles in the end. Not suitable for a prop model of its size, but it still looks awesome. Thanks for the comments! :crowbar: :crowbar:
Posted 16 years ago2008-10-15 03:51:23 UTC Post #257098
New plant light model instead of world brushes:
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Different angle: http://img510.imageshack.us/img510/5093/utopium20004lx6.jpg
Posted 16 years ago2008-10-15 04:45:31 UTC Post #257099
s'nice
Rimrook RimrookSince 2003
Posted 16 years ago2008-10-15 07:56:26 UTC Post #257107
Yeah, thats pretty sweet.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-10-15 12:52:24 UTC Post #257121
Rimroook deserves a blowjob for making those textures. I can't get enough of them D:
Posted 16 years ago2008-10-18 13:23:32 UTC Post #257309
here is some pictures from my adrenaline gamer map tdm_unity

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thanks to twhl for helping me with the leak of this map, I've found thems all ^^
Posted 16 years ago2008-10-18 13:26:33 UTC Post #257310
Nice stuff Azura!!
Posted 16 years ago2008-10-20 22:03:42 UTC Post #257416
I was sort of unsure to post this becuase its still pretty early. IE I just figured out how env_sprites work in hl2 so leave me alone about the lack of sprites :P
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Once again photobucket raped the image :(
Posted 16 years ago2008-10-20 22:45:58 UTC Post #257417
Could use some nice foreground lighting, and a few more smaller lights near the back (up high) to give it some depth, but I like it. Brush and texture work is quite tidy.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-10-21 23:36:15 UTC Post #257473
Anybody know a good alternative to photobucket? These image restrictions suck
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Relit most of the map Its a bit brighter now but I want to still keep it pretty dark
Posted 16 years ago2008-10-22 00:01:16 UTC Post #257474
www.imageshack.us

or a social networking site.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-10-22 01:06:20 UTC Post #257480
Those really remind me of sp_detritus, S3IZURE. ;o
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-22 01:26:52 UTC Post #257481
Right here's some shit that's way WIP...
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Just started it the other day. I'm trying to focus more on lighting techniques than architecture here, because when I look back at what Valve did I noticed their mapping technically was shit, but their lighting saved it.
Posted 16 years ago2008-10-22 01:28:39 UTC Post #257482
Daubster: I'll have to check that map out :P
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Posted 16 years ago2008-10-22 15:37:13 UTC Post #257502
why do you reduce the size of your images so much, S3IZURE?

It's impossible to see much in an image so tiny
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-10-22 15:44:37 UTC Post #257503
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Circular stairwell.

Streight up stairwells bore me now. :D
Posted 16 years ago2008-10-22 16:10:58 UTC Post #257504
*stairwell

:3

looks hot.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-10-22 20:46:27 UTC Post #257513
Hunter:I didn't notice that Imageshack had the automatic resise thing :|

Heres a good one finally :P
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Posted 16 years ago2008-10-23 13:38:59 UTC Post #257557
Hey guys, whats up, heres just a little side project I work on from time to time, some of you may have seen the earlier one that was being done in Maya using MentalRay found here: www.mikeverret.com

Anyways.. heres a couple link, check or dont.. your choice.
1. Wireframe
2. FlatShaded
3. Textured
4. Textured Lighting
5. Rendered

http://mikeverret.com/renders/GunWIP/Gun1.jpg
http://mikeverret.com/renders/GunWIP/Gun2.jpg
http://mikeverret.com/renders/GunWIP/Gun3.jpg
http://mikeverret.com/renders/GunWIP/Gun4.jpg
http://mikeverret.com/renders/GunWIP/Gun5.jpg
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 16 years ago2008-10-23 13:52:13 UTC Post #257558
:o muzzleflash that looks awesome . Can you make a tutorial or teach me how you did that ? I always tried to make something like that but didn't succeed :(

It's really really awesome.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-23 14:41:39 UTC Post #257559
Some pretty kickass modelling there, Unb. I'd make the shadows a wee bit less contrast-y though.
Lovin' the progress, Muzz. When should we expect a playable beta? ;)
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-23 15:19:07 UTC Post #257560
Nice, man.
Did you do all the texturing as well?

(c)Striker: http://twhl.co.za/vault.php?map=4739
Posted 16 years ago2008-10-23 15:19:14 UTC Post #257561
Muzzleflash for which game is that ?
Posted 16 years ago2008-10-23 15:25:45 UTC Post #257562
HL:DM
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-23 16:52:49 UTC Post #257570
Can you make a tutorial or teach me how you did that ? I always tried to make something like that but didn't succeed unhappy - :(
Sure, maybe some time in the future. The stairs are made from scratch using simple blocks and carfull vertex manipulation to shape the actual stairs.
Posted 16 years ago2008-10-24 08:09:07 UTC Post #257588
Worldcrafter: Well, that all depends on what you mean.. Yes I downloaded textures and then edited them/UVmapped them.. did I make them... no. :P
Heres a great source for textures guys, I believe alot of game creators like valve have visited and used.. have a look:

www.cgtextures.com
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 16 years ago2008-10-24 18:47:30 UTC Post #257600
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No, this is not a different map, its the same map i posted two screenshots of a few posts up, the ones with the circular stairwell.
Posted 16 years ago2008-10-25 10:58:55 UTC Post #257618
looks very nice, but hey, name a muzzleflash map that doesn't look nice.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-10-25 11:13:55 UTC Post #257620
I don't have a name yet. I suck at thinking of one...
Posted 16 years ago2008-10-25 12:23:55 UTC Post #257621
muzzleflash_map is quite original :crowbar:
Posted 16 years ago2008-10-25 12:51:23 UTC Post #257622
judgement from a single screenshot 0.O
Skals SkalsLevel Designer
Posted 16 years ago2008-10-25 13:20:32 UTC Post #257623
muzzleflash_map is quite original :crowbar:
yah, in 1 hour I will release cs_awesome_beta.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-25 15:59:53 UTC Post #257624
Posted 16 years ago2008-10-25 16:04:27 UTC Post #257634
Muzz those maps of yours look great, but if I'm to be absolutely honest I'd have to say that you need a little variation in lighting. Right now everything is sort of flat, and a little too bright. Maybe don't rely so much on overhead sources?

I probably shouldn't be so critical of WIP. :P
Posted 16 years ago2008-10-25 16:11:12 UTC Post #257635
You have a point there, but remember this is still WIP, im just doing architecture first mostly. I just added those overhead lights quickly to put together a quick scene that is worth a screenshot.

The map is mostly lab stuff, labs have overhead lights in most cases i think. Got any tips for me abou"t lighting this particular map?
Posted 16 years ago2008-10-25 16:30:54 UTC Post #257636
Yeah, really you'll find overhead lights pretty much anywhere in real life because they do such a good job of lighting up large areas. Unfortunately for us mappers that's usually what we don't want. I've personally found that a sort of spotty, inconsistent lighting pattern is almost always preferable to all-around brightness. The more dark unlit areas the better, unless you're going for a warm and welcoming look. For this lab you might want to try some lights down near the floor, either mounted in the ground facing upwards, or on the walls pointing inwards. That lends itself to a more mysterious atmosphere that might be suitable for a lab like this. You could also try some downward facing lights along the mid-point of the wall where that metal trim is, which would help darken the ceiling up a bit (it's lit up too much IMO).
Posted 16 years ago2008-10-25 16:42:40 UTC Post #257637
Thanks, i can do something with that. :)
Posted 16 years ago2008-10-25 16:56:27 UTC Post #257638
I would probably suggest to delete those overhead lights and adding just some mini-light points for athmosphere .Most of the light should come from the computers and pieces of technology in your lab . Sure , that will create the impression of "cold" because of the blue light emitted by those textures .
Heh , but what laboratory in real-life is a "warm" place ? :P
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 16:58:31 UTC Post #257639
Well, i think ill replace the overhead lights with something smaller that give off less light, then add some lights close to the floor, and finally some spotlights here and there. I just don't to overbright it with too many lightsources.
Posted 16 years ago2008-10-25 17:02:22 UTC Post #257640
I just don't to overbright it with too many lightsources.
Besides , the compiler will give you a "too many light styles on a face" that way .
In my imagination , the perfect atmosphere in a small chamber are 3-4 light sources with almost the same color , but different intensities .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-25 17:02:47 UTC Post #257641
Yeah, a few lights throwing themselves on the floor would be nice. Maby a grating or something like that to break up the monotony would be nice too. Off course, your still working on it so goodluck!:)
Posted 16 years ago2008-10-27 13:43:30 UTC Post #257688
Some shots of the a new lab:
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Posted 16 years ago2008-10-27 13:46:20 UTC Post #257766
That's way much better . Still , I can detect thw uniform light and too few shadows . Anyway , what I'm talking , this is cool .
Gj
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-27 14:19:33 UTC Post #257769
muzz you rock! the ceiling in the first shot does suck tho. maybe add something more to it?
Skals SkalsLevel Designer
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