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Andreas233223 Member
Joined: 29 Jul 2007 Posts: 359 Location: Germany
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Posted: Sat Aug 18, 2007 10:02 pm Post subject: FPS Map |
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I made a little map for a Sci-Fi FPS; not a real game-project, only fun and not already finished.
It has 7058 polys (take a look at the wireframe screenshot) and is made with Deled and Nemesis' Terrain Editor
http://www.delgine.com/forum/viewtopic.php?t=1682
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Aug 18, 2007 10:50 pm Post subject: |
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Nice, but I have some improvement tips.
You should lower the count on your terrain hills. All the polygon count is going to waste in places that no one will ever really look at.
The railings on your upper deck are way too out of scale. You should make them thinner, this will actually help them look less blocky.
You seem to a blue light just floating in front of the stairs. It's a nice color, but it has no source, and is in a bad position to cast nice shadows. If you want to fake a good moonlight, move this pointlight a distance out of your map. Place it where you want the moonlight to be coming from, then go in it's properties, put 9999999 in the distance, and set all the attenuation values to 0.0. This will give you a solid moonlight that will cast the proper shadows over your scene. _________________
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Sat Aug 18, 2007 11:28 pm Post subject: |
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Directional lights are better for moonlight or sunlight, btw.
What are those bright polygons on the right of the stairs, on the ground?
Also, it'd look better with higher detail textures. That floor grate in the first shot looks terrible IMO :-)
Last, it's often useful to build the same amount of detail into all parts of the map. Right now, the entrance/stair area have the most visible detail (where detail isn't just polygons, but also contrast and sharp edges), and other areas have much less. In that way, it looks like an early sketch, more than a finished map. I think you can make it look great with some more work! |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Sat Aug 18, 2007 11:40 pm Post subject: |
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jwatte wrote: |
Directional lights are better for moonlight or sunlight, btw. |
He's using Deled LITE
The bright stuff looks like just a patch of snow ontop where the floating blue light is. _________________
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Andreas233223 Member
Joined: 29 Jul 2007 Posts: 359 Location: Germany
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Posted: Sun Aug 19, 2007 11:46 am Post subject: |
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ok, thanks for he tips
@jwatte: the map isn't finished already _________________ ♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠ |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Sun Aug 19, 2007 4:26 pm Post subject: |
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Quote: |
He's using Deled LITE |
Directional lights are still better. So there's a reason to upgrade :-) |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun Aug 19, 2007 6:49 pm Post subject: |
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Agreeing with jwatte here, of course.
Those shots looks great! I like the gloomy atmosphere. |
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Andreas233223 Member
Joined: 29 Jul 2007 Posts: 359 Location: Germany
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Posted: Sun Aug 19, 2007 9:26 pm Post subject: |
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i made smaller raillings and textures and i have another skybox, but I will take another soon
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Mon Aug 20, 2007 12:40 am Post subject: |
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That's looking really good. Keep going. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Andreas233223 Member
Joined: 29 Jul 2007 Posts: 359 Location: Germany
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Posted: Thu Aug 23, 2007 9:52 am Post subject: |
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Ok, I was a bit busy the last few days.
I made a new landscape with the magnet tool (polys went down from ~8000 to ~2000), and I put fog into the map.
Also I made the first room -the cellar- of the building.
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Thu Aug 23, 2007 11:38 am Post subject: |
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Nice to see the natural Lightsources. The Fog doesn't fit with the Skybox but's okay. However, try to use a better Floor-Texture, the actual one tiles to much. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Aug 23, 2007 11:52 am Post subject: |
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HAving bright fog in the night just looks wrong. A good rule of thumb is to make the fog the same colour as the sky box, so things can fade into the distance (like real fog).
When it gets rainy here, the sky turns grey and I can see the buildings disapear into the grey fog, they don't turn light blue! _________________
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