The WIP Screenshot Thread!

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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
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Cleveland, OH, USA
Nice pic from DM-Galaxius (Galacticus Mortem, formerly Galacticus Prime):

dmgalaxius3.jpg
 
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cooloola

A good samaritan
Dec 31, 2005
776
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First map of The Tower a game that will never see the light of day. Udk of course, modeled in blender and some slight texture tweaking in GIMP.
First screenshot is a bit bad but you're never really meant to see the thing from that far away.
TheTower01.jpg

Second screenshot is of a small corridor that functions as the entrance to the tower thing.
TheTower02.jpg

Slightly wider hallway with an elevator at the end.
TheTower03.jpg

I'm pretty happy with the way the materials turned especially considering how lazily they were made it's a bunch of lerps, the normals, diffuse and specular of a concrete texture, ambient occlusion maps baked in blender and there's a Fresnel in there somewhere.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
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Oh, so you're Wael from EPIC. Thanks for the tips again, I'll have to try it on that.

[screenshot]http://www.freeimagehosting.net/uploads/be5d33138a.jpg[/screenshot][screenshot]http://www.freeimagehosting.net/uploads/8527d9c5d9.jpg[/screenshot]
[screenshot]http://www.freeimagehosting.net/uploads/49a93f2d76.jpg[/screenshot][screenshot]http://www.freeimagehosting.net/uploads/04de8de479.jpg[/screenshot]

Edit: Man the picture hosting services are doing bad today, or maybe it's just I.
cooloola, can you please post a picture without your baked AO?
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Here's a showcase of some floor material samples that I plan to put to use in my next map, was hoping to remake a Quake 1 map, thus the famous checker tiling from the old 1996 era. Ahh, teh memoriez:



I'm attempting at these custom textures again, I tried them before, but didn't know how to implement them, now I do.
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
I'll be preparing some wall textures tomorrow, and break ground on the map itself come Saturday morning, most likely. The static meshes that I use will most likely either come from the ASC and/or NEC packages, since those seem to be closest to Quake 1-style themes that I can think of.

EDIT: Well, here's a sample room of custom textures with Necris meshes, might prove to potentially be promising down the road. I'll play with custom textures more as the weekend goes on:

 
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Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
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Fort Lauderdale, FL
[SCREENSHOT]http://i179.photobucket.com/albums/w284/DarkOpsViperX/Level%20Design/ScreenShot00013.jpg[/SCREENSHOT]
Outside of health-hall, recently implemented
[SCREENSHOT]http://i179.photobucket.com/albums/w284/DarkOpsViperX/Level%20Design/ScreenShot00016.jpg[/SCREENSHOT]
Shock Chamber

The detailing will come soon, but right now it's as plain as vanilla.
 

cooloola

A good samaritan
Dec 31, 2005
776
0
0
33
Edit: Man the picture hosting services are doing bad today, or maybe it's just I.
cooloola, can you please post a picture without your baked AO?
AOLessTheTower3.jpg

AOLessTheTower2.jpg

AOLessTheTower1.jpg

As you can see without AO it looks kinda washed out because of the high number of light bounces (6). Also looking at your screenies again it seems the light source angle on your dominant directional light is way too high anyhting over 0.4 just makes the shadows look like a blurry mess.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
cooloola said:
Well it was intentional but I was hoping it was subtle, it ties into the theme of "the game".
Yeah, well...it may be a bit contraversial, but it does seems like it could be worth a beta at first to see what WE really feel about it.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Gave custom textures another try, well, looks more like a port of textures, but hey, at least it brings back memories from DM'ing in the past:


Now I doubt whether or not iD would let me get away with a map like this, for a 14-year-old game like Quake 1, I'm hoping so, since it's been open-source for, oh, I dunno, 5 - 10 years already.
EDIT: Here's one of the side rooms in the map, looks like it's coming along as I remember a lot of those maps:

 
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
experimenting somewhat with normalmapping in my temple of time map. it really loooks alot better with normalmap then without http://img839.imageshack.us/f/tot1uned.jpg/
tot1uned.jpg

Did you make that on your own or did you convert the geometry? Because I saw the same stuff at Unreal engine 1, with the recent N64 geometry converter to T3D which was made...
I guess it is from some zelda game or something?
 

Animus

bladiebladibla
Sep 24, 2004
268
2
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in Manta under water
i dont know wich converter you mean i have never heard of such a converter. i know of certain plugins for n64 emulators that can dump the the geometry into vrml files but not directly into t3d. i intentionally started working on the temple of time and the market because it is the only part of the game that is not in real 3d in the original game. Only a blocking volume and a raw 3d shape with texture on it to make it look like real 3d.

yes it is from Zelda Ocarina of time n64