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Old 28-05-2009, 09:00 AM   #1 (permalink)
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UT3 Map - DM-Extraction (Beta1.0)

For which Engine - Unreal 3
Current Polycount - 350,000
Max Polycount - 600,000
Texture Size - none yet (512x512, 2048x2048
Description of background information on piece - I graduated from Full Sail about 2 months ago and have been working part time on this for a little more than a month. I wanted to make an interesting environment with all my own meshes and textures. I got the "underground oil refinery" idea from Gears of War. I am not trying to make something of that style exactly, just think the idea is neat. I wanted to make this an arena style map so this is rather open. There are obviously no textures and the lighting is really rough. Some meshes still need a bit of work and are just placeholders. Some areas are not quite finished yet. I want to make sure there are no major changes before I finish them. This has gotten to the point where I can constructively play test it any more.
Where are you looking to receive criticism - I need some others to play it and tell me where item placement could be improved, lighting could be improved or where something needs to be changed to improve game play. 8-10 players work best. Thank you.

Download it here. - 7.55mb
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Last edited by JMChristopher; 20-06-2009 at 02:56 PM.
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Old 28-05-2009, 02:04 PM   #2 (permalink)
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Nice work. I'll be watching this thread. Are those godrays alpha planes?
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Old 28-05-2009, 02:20 PM   #3 (permalink)
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Yes they are.
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Last edited by JMChristopher; 29-05-2009 at 09:33 AM.
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Old 29-05-2009, 09:33 AM   #4 (permalink)
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Here are shots of some of the base meshes. They still could use some optimizations.





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Old 29-05-2009, 05:29 PM   #5 (permalink)
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Some updates for today:







Comments/Crits welcome
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Old 29-05-2009, 08:10 PM   #6 (permalink)
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This looks great. My only critique is that the lighting is the same through out. Nothing really points you in a direction or catches the eye. If you could direct hot spots with maybe red or yellow lights I think it would help bring some life into the piece. Although you are probably waiting to get all the weapons and such placed before that. I can't wait to see the textures.

Great reuse of meshes, everything looks really unique.

Keep it up.
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Old 30-05-2009, 09:03 AM   #7 (permalink)
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TolenX is right. You should have a focal point in the scene - a place where you are supposed to go. I think you will be doing it while texturing - using values. This could even be accomplished while at the lighting stage. Brilliant use of repeating meshes. First I thought they were separate, but then looked closely after TolenX's comment. Nice work there!!.
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Old 30-05-2009, 10:34 AM   #8 (permalink)
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Thank you very much, both of you.

You are correct that the lighting is really, homogeneous right now, I think I am getting close to making it look like some sort of oil refinery:



I have primarily blue and yellow and I am not sure what to use as color that would really stand out. Perhaps just using a more saturated yellow in a key areas would do the trick. I will be messing with that more this weekend.
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Old 31-05-2009, 03:25 PM   #9 (permalink)
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Quote:
Originally Posted by TolenX View Post
This looks great. My only critique is that the lighting is the same through out. Nothing really points you in a direction or catches the eye. If you could direct hot spots with maybe red or yellow lights I think it would help bring some life into the piece. Although you are probably waiting to get all the weapons and such placed before that. I can't wait to see the textures.

Great reuse of meshes, everything looks really unique.

Keep it up.
Agree there, maybe some red lights to maybe focus your direction or some different type of textures ect.
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Old 31-05-2009, 05:27 PM   #10 (permalink)
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Quote:
Originally Posted by Gilgamesh View Post
Agree there, maybe some red lights to maybe focus your direction or some different type of textures ect.
Thanks, I have been experimenting with lighting and used a more saturated yellow/light orange color around some weapons and key areas. I think it really works well, red or green were too strong and it didn't help the industrial look of the scene. I am going to put some really bright red lights at the top of the towers along with some exhaust or flame that give a nice low orange glow. I keep going over the meshes I made and keep finding ways to make them a bit better (lower poly, or have more function). I need to stop placing meshes soon because although I think it looks better with a few more things like railing and hanging wires, I need to get texturing.

In engine shots of textured meshes next week...
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