The WIP Screenshot Thread!

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Firefly

United Kingdom is not a country.
Sacrosanct is progressing. :D
lighting is functional rather than pretty atm
Posted more over at my site
I will probably make this into a CTF rather than a VCTF.

[SCREENSHOT]http://img267.imageshack.us/img267/6079/sacrosanctwipset2008.jpg[/SCREENSHOT]

[SCREENSHOT]http://img339.imageshack.us/img339/2147/sacrosanctwipset2003.jpg[/SCREENSHOT]
 
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Mozi

Zer0 as a number
Apr 12, 2002
3,544
0
0
In the Borderlands..
www.mozidesign.com
A little something I am working on in the UDK.

[screenshot]http://forums.beyondunreal.com/attachment.php?attachmentid=100977&d=1275977759[/screenshot]

Still needs some work in terms of details in this area and the rest of the level.

I did the most work in this spot as a vignette to see what I can do with the mesh painting tool as well as with some of the default decals.

I need to make my own decals for some areas, and also need to work on the interior lighting. Also still playing with the outdoor lighting. I kind of dig it but maybe playing with PP numbers I can achieve a better result or keep it as is, not sure yet.

I could be 'done' with this visual piece this week. Maybe.
 

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SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
That looks great, Mozi. I like the lush foliage. The only thing that looks a little odd to me is the beam with the lights on it. It feels like it needs more support columns, and the hanging wires might look better supported if they connect to the boxes on the beam rather than directly to the lights.
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
The unsupported beams look fine IMO.
Is any of that foliage moving at all ingame? If not, I'd up the floor foliage, I find the floor being visible to the degree in that shot a bit jarring. Like I'm suddenly in a videogame or something. :)
 

Mozi

Zer0 as a number
Apr 12, 2002
3,544
0
0
In the Borderlands..
www.mozidesign.com
The unsupported beams look fine IMO.
Is any of that foliage moving at all ingame? If not, I'd up the floor foliage, I find the floor being visible to the degree in that shot a bit jarring. Like I'm suddenly in a videogame or something. :)

yeah it's moving in the wind, swaying back and forth. Just no visible in screen but the matinee flyby will show that.
 

Mclogenog

I put the lol in philology
That's very cool Mozi. I Would turn up the brightness (or increase the radius) on the artificial lights. It's hard to tell from here, but they don't appear to be producing much light.

EDIT: after looking at the image full size, it seems the light is bright enough, just not big enough.
 
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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Nice work Moziman! My only concern from that shot would be the grass, it's shadowing looks rather weird.
 
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moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
That's very cool Mozi. I Would turn up the brightness (or increase the radius) on the artificial lights. It's hard to tell from here, but they don't appear to be producing much light.

EDIT: after looking at the image full size, it seems the light is bright enough, just not big enough.


I agree, and to enhance the point lights, the skylight could be reduced.:)
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
Finally made a video for the images I showed a little while back.

[M]http://www.youtube.com/watch?v=XNK5V1FE-f0[/M]

I also have an article about the development of the level on my portfolio, Here.

That's pretty neat. I'd have used an establishing shot for the multiple guys coming out of doors matinee to show the location of the event in relation to your own, but otherwise it looked pretty good!
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Finally made a video for the images I showed a little while back.

[M]http://www.youtube.com/watch?v=XNK5V1FE-f0[/M]

I also have an article about the development of the level on my portfolio, Here.

The pics you posted are good looking but this vid show that not only it look nice but it is well made :D

Good job :)
 

Thrallala

Wait, if you're here then that means...
May 11, 2008
446
1
16
35
Under the bridge downtown.
LOL, kinda looks like a mish-mash between Quake 4 and Counter-Strike.

Yeah, that "large corporation" ruling the world has been used in certain games of late. Like in a game called Saints Row 2, you had Ultor that seemed to run the whole town until you bounced back.

Right, it's exactly like the idea that Doom 3 had (where Doom 1 and Doom 2: Hell on Earth never happened yet), pretty much...it's almost like Deus Ex 1 and Invisible War never happened yet.

LOL...yeah, but nothing will compare with the original DX, judging by this trailer, it looks too much like a Splinter Cell clone, perhaps a Metal Gear Solid-type game...

Kinda looks like Rrajigar, could be wrong, but with those caverns and the wood door frames, that almost makes me think of that one...

I'm assuming you're going after a Half-Life 2-style map there for UT3, Kantham?

Huh...looks like The Pyramid from Saints Row 2.

Well, you may have convinced me to download this. This may kinda remind me of DE_Aztec from CS:Source, could be wrong.

Almost looks like a Duke Nukem 3D map...I believe there was a map there named Tempest, is this from that same series? I go back to the mid-'90s, so I should know what I saw way back then.

Huh...yeah, kinda reminds me of RtCW just about (same type of environment). Elsinore was certainly one of the better maps back then...

Kinda reminds me of a map that brings me back to Quake 3 Arena.

Heh, looks more like a CS:S map than a UT3 map, to me. Something along the lines of either DE_Torn or DE_Inferno, if I'm not mistaken.

Heh, looks more like a SWAT 4 map than a UT3/UT2004 one

Looks like a gem of a map...something oddly familiar about it from somewhere else...can't put my hand on what it resembles to me...Weird.

:rolleyes:
 

Mozi

Zer0 as a number
Apr 12, 2002
3,544
0
0
In the Borderlands..
www.mozidesign.com
Some more work in progress. Spent all day playing with interior lighting. Damn it's hard with lightmass. Adjust the wrong value on a point light and **** explodes with overly bright lighting.

These screens are from a preview lighting build. Most of my day was taken up by waiting for production builds to finish, so reduced 1 hour waits to about 10 min with preview builds.

Anyways here are a shots of the main interior section.

[screenshot]http://forums.beyondunreal.com/attachment.php?attachmentid=101002&d=1276489759[/screenshot]

[screenshot]http://forums.beyondunreal.com/attachment.php?attachmentid=101003&d=1276489770[/screenshot]

Also you can see some of my new decals. Like the warning sign. There are a few more signs around the map and also subtle decals to make the concrete meshes look cooler with various stains and marks to show some decay or lack of upkeep.

Edit: Well after many more production builds I still could not get the lighting right. Almost there. Just one troublesome area in the map where lighting explodes and becomes overly bright. It's funny I change some values and one side is fixed then another breaks. I go back and change the values it fixes one problem and creates another lighting problem. Oh well.. I guess I'll finish this map next week.
 

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Mclogenog

I put the lol in philology
The radius on the yellow point light looks like it extends down a little too far. It might be the location of the point light, not the radius. Also in both shots there is a toneless white light source, and I think if it was just a little colder or a little warmer toned, the scene would feel more unified. All together it's looking good though!