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#1 (permalink) |
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Senior Member
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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 _________________________________________________ ![]() ![]() ![]() ![]() ![]() ![]() Last edited by JMChristopher; 20-06-2009 at 03:56 PM. |
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#2 (permalink) |
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Senior Member
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Nice work. I'll be watching this thread. Are those godrays alpha planes?
__________________
3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#6 (permalink) |
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New Member
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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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#7 (permalink) |
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Senior Member
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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!!.
__________________
3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#8 (permalink) |
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Senior Member
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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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#9 (permalink) | |
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Frequenter
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Quote:
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#10 (permalink) | |
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Senior Member
![]() 294
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Quote:
![]() In engine shots of textured meshes next week... |
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