Mirrors Edge : Source Source Project (April 23rd 2011)

Reveal what you have made so far and get feedback on development.

Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby snotball on Wed Jun 03, 2009 8:40 pm

Ooh this is looking beautiful, Vivi! What's the trick to your lighting? It's so soft and nice, colours buttsexing each other in loveliness. Whenever I map I get the typical dead, sterile Source look.

What's your secret? :)
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Generalvivi on Wed Jun 03, 2009 9:40 pm

I do believe the secret is all in the dev textures "reflectiveness" I choose a dev texture with a bunch of reflect % so that it would catch colors easier and reflect the orange better. The light itself is a simple environment light with about 800 brightness and a light blue ambient setting which is turned up to like.. 100 or 150. :)
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby no00dylan on Wed Jun 03, 2009 9:42 pm

How about where the ladders are, have an animated (scrolling) arrow on them instead of the ladder texture.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Meotwister on Thu Jun 04, 2009 1:06 am

Generalvivi wrote:The light itself is a simple environment light with about 800 brightness and a light blue ambient setting which is turned up to like.. 100 or 150. :)


yeah that will make a lot of difference you'll notice, instead of using the generic 200 the brightness is usually set at.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby stoopdapoop on Thu Jun 04, 2009 1:36 am

there's a "player distance" material proxy, you could easily use that to tweak the color values of some props and create runner vision.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby no00dylan on Thu Jun 04, 2009 2:20 am

Last edited by no00dylan on Fri Jun 05, 2009 12:47 am, edited 1 time in total.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Chopium on Thu Jun 04, 2009 3:44 am

I like, but the diffuse and specular maps on those gloves could use some noise. You got the skin just right.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby stoopdapoop on Thu Jun 04, 2009 3:48 am

Also could use some phongage.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Generalvivi on Thu Jun 04, 2009 4:37 am

Ha! looking sweet dude ^^ I saw some gloves on csbanana that were pretty sweet also. Will you be adding a small tattoo?
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Psy on Thu Jun 04, 2009 9:04 am

What are they? Covered in oil or something? :D
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby AlexCrafter on Thu Jun 04, 2009 11:10 am

Psy wrote:What are they? Covered in oil or something? :D


Yes, for better grip. :smt005
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Echo51 on Thu Jun 04, 2009 2:42 pm

Oil wont help on grip from experience :P but try grip oil, used on the tires for rc racing :P
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Sathor on Thu Jun 04, 2009 4:35 pm

A few screenshots of materials,props and art I will contribute to the map.
Everything (except for the small concrete base of the pillars) is custom.

Pillars with stainless steel corners.
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Armchairs and an abstract painting.
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Cubic shelves and abstract paintings.
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Cubic shelves.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Zipfinator on Thu Jun 04, 2009 4:57 pm

Looking nice. You should get to work on some of those outdoor textures and props though!

The pillars don't really look like stainless steel edges, more like those crappy plastic covers, but it still looks nice.
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Re: Fy_Mirrors_Edge (June, 3rd 2009)

Postby Generalvivi on Thu Jun 04, 2009 5:40 pm

Zipfinator wrote:Looking nice. You should get to work on some of those outdoor textures and props though!

The pillars don't really look like stainless steel edges, more like those crappy plastic covers, but it still looks nice.


We will be working on the textures till the very end I'm sure! Also! PhilE is working on the outside stuff. He Will have a nice lil Art spot on Friday to show off his stuff :)
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