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Re: Screenshots

Posted: Sat Apr 23, 2011 8:51 am
by Myth
maybe I should port this to UT just so I can have a new map...

Re: Screenshots

Posted: Sat Apr 23, 2011 8:50 pm
by Isotoxin
Do that!

Re: Screenshots

Posted: Sun Apr 24, 2011 8:36 pm
by Isotoxin
I finished the inside of the tower, And started on the lighting.

All tips are welcome.

Re: Screenshots

Posted: Mon Apr 25, 2011 9:26 am
by GenMoKai
The lighting looks pretty cool :tu: im curious how it will look in the end

Re: Screenshots

Posted: Sat Apr 30, 2011 7:49 pm
by UT Sniper (SJA94)
PLEASE DELETE THIS POST
Image


Image


Image

Re: Screenshots

Posted: Sat Apr 30, 2011 9:30 pm
by Metalfist
The shots are too dark, I can't see most of it and they are tiny...

Re: Screenshots

Posted: Sat Apr 30, 2011 10:56 pm
by UT Sniper (SJA94)
sorry about last ones im still getting use too the website i store my files
Image

Image

Image

Re: Screenshots

Posted: Sun May 01, 2011 6:33 am
by Creavion
Either you have made really tiny screenshots or you screwed up with the thumbnails.

Re: Screenshots

Posted: Sun May 01, 2011 5:42 pm
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.

Re: Screenshots

Posted: Sun May 01, 2011 6:00 pm
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 2085 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.

Re: Screenshots

Posted: Sun May 01, 2011 6:10 pm
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:

Re: Screenshots

Posted: Sun May 01, 2011 6:18 pm
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.

Re: Screenshots

Posted: Sun May 01, 2011 6:29 pm
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.

Re: Screenshots

Posted: Sun May 01, 2011 6:36 pm
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.

Re: Screenshots

Posted: Sun May 01, 2011 7:05 pm
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