Screenshots

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Myth
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Re: Screenshots

Post by Myth »

maybe I should port this to UT just so I can have a new map...
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Clipboard01.jpg
Isotoxin
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Re: Screenshots

Post by Isotoxin »

Do that!
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Re: Screenshots

Post by Isotoxin »

I finished the inside of the tower, And started on the lighting.

All tips are welcome.
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ss5.png
ss4.png
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GenMoKai
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Re: Screenshots

Post by GenMoKai »

The lighting looks pretty cool :tu: im curious how it will look in the end
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UT Sniper (SJA94)
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Re: Screenshots

Post by UT Sniper (SJA94) »

PLEASE DELETE THIS POST
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Image


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Last edited by UT Sniper (SJA94) on Sun May 01, 2011 1:57 pm, edited 1 time in total.
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Metalfist
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Re: Screenshots

Post by Metalfist »

The shots are too dark, I can't see most of it and they are tiny...
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UT Sniper (SJA94)
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Re: Screenshots

Post by UT Sniper (SJA94) »

sorry about last ones im still getting use too the website i store my files
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Image

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Creavion
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Re: Screenshots

Post by Creavion »

Either you have made really tiny screenshots or you screwed up with the thumbnails.
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Isotoxin
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Re: Screenshots

Post by Isotoxin »

@ UTSniper : Hmh, The rooms are looking really boring, They're just cubes, Try to take care about that. Also the lighting, Use light coronas, And play with the Light-radius/Light-colour. When you go thought a hallway, and you get in a bigger room, Use trims there, That'll make it look much better. Apart from that, it's looking quite interesting.
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Creavion
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Re: Screenshots

Post by Creavion »

Also called the typical "room - corridor - room" syndrome. In fact its easy to get rid of that.
01.jpg
01.jpg (11.08 KiB) Viewed 2054 times
Lets begin with a simple cube.
02.jpg
An other cube got placed, as well as a small "hole"
03.jpg
"Hole" and heigher placed subtract will be connected via "corridor". Further I added a plattform - the block in the bigger room - which you have to reach over the ramp and the "corridor". On that way you actually leave the "room" but you will return quickly to it. Of course thats only a very simple example.
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UT Sniper (SJA94)
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Re: Screenshots

Post by UT Sniper (SJA94) »

ok i will make it less cube like and add some different lighting + some decos. and get rid most off the corridors
Thanks for pointing out my mistakes :thuup:
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Creavion
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Re: Screenshots

Post by Creavion »

UT Sniper (SJA94) wrote:ok i will make it less cube like and add some different lighting + some decos. and get rid most off the corridors
Thanks for pointing out my mistakes :thuup:
I have edited my previous post to show you an example of how it could be done. I did not expect such a quick reply.
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UT Sniper (SJA94)
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Re: Screenshots

Post by UT Sniper (SJA94) »

@Creavion thanks for the images i can see how easily i can make somethink boring interesting with a few extra brushes.
I will have a look at some lighting guides as well.
I will also add a terrain to the map in an outside part with some cliffs tree and stuff like that.
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Creavion
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Re: Screenshots

Post by Creavion »

One more thing: During the layout phase specially take the time to testrun your map once in a while. Even if it is annoying, you wont regret it. This also applies to later if you want to have architecture and geometry in the right scales compared to the size of your player pawn, like computer terminals or chairs.
About to be non-active
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Why do I leave? click here
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Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
Isotoxin
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Re: Screenshots

Post by Isotoxin »

UT Sniper (SJA94) wrote:@Creavion thanks for the images i can see how easily i can make somethink boring interesting with a few extra brushes.
I will have a look at some lighting guides as well.
I will also add a terrain to the map in an outside part with some cliffs tree and stuff like that.
Maybe this will help you out with some stuff...

http://lodev.org/unrealed/lighting/lighting.html
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