Map Battle 35 - Eden

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Re: Map Battle 35 - Eden

Postby PaulH on Sat Jun 13, 2009 11:36 pm

IMO Nub the colour correction and lighting in general was better in the previous image you showed, seems a bit overboard now, and yeah its pretty fable-y, looking good so far
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Re: Map Battle 35 - Eden

Postby Vilham on Sun Jun 14, 2009 1:58 am

nub wrote:Image

Image


Slight changes here and there, and I added color correction for contrast. I'm going to be updating the shadows to look better, and I'll probably work on the color correction some more.

ewwwwwwwwwww

change it back for petes sake, it looked pretty damn impressive before, but now, honestly it looks disgustingly horrible.
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Re: Map Battle 35 - Eden

Postby vcool on Sun Jun 14, 2009 2:11 am

I don't agree. It looks better with the contrast. Maybe tone down the green.

EDIT: YES! After a lot of headache, I made my model. I'll start mapping tomorrow.
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Re: Map Battle 35 - Eden

Postby ghost|con on Sun Jun 14, 2009 3:06 pm

nub wrote:Image

Image


Slight changes here and there, and I added color correction for contrast. I'm going to be updating the shadows to look better, and I'll probably work on the color correction some more.


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Re: Map Battle 35 - Eden

Postby Meotwister on Sun Jun 14, 2009 10:07 pm

Shrooms!
Image
Image
Image
Image
Image
The red cavern on the 3rd shot is where I would put whatever it is to be my serpent. Currently there's a strider in there (which oddly fits perfectly in there).
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Re: Map Battle 35 - Eden

Postby nub on Mon Jun 15, 2009 4:12 am

Alright well I added some more things and tweaked some others. I'm currently starting progress on the focal point, which will be a miniature shrine. I worked with the color correction and gave it more varying colors while trying my best to keep the contrast. I don't like using the curves tool for color correction as it makes things look really grainy.

There's much to be done, so expect things that look unfinished or need tweaking:

Image

Image


PS: Meow...Give me those shroom models you're using...PLEASE! :D
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Re: Map Battle 35 - Eden

Postby Meotwister on Wed Jun 17, 2009 7:14 am

These will probably be my finals, as much as I'd like to attempt to make a crazy serpent model (believe me I started to) it would take up too much of my time I could be spending on other more secret projects.

Who knows, I may have an itch to make it before the deadline. If not then:

Pre-Final
Image
Image
Image

*EDIT* Updated Final images, switched a couple out. Added a bit of color correction.
Last edited by Meotwister on Thu Jun 18, 2009 8:03 am, edited 3 times in total.
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Re: Map Battle 35 - Eden

Postby vcool on Wed Jun 17, 2009 8:26 am

NIce work! My only concern is that env lighting is a bit too uniform; there are no well defined shadows. On the other hand it's Eden - no need for shadows and other dark stuff.

I think we could do with an extension on this one, because of the model viewer glitch. You may remember what some common props are, like barrels, but the other 3k models are better picked while actually seeing the model.
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Re: Map Battle 35 - Eden

Postby Meotwister on Wed Jun 17, 2009 9:15 am

vcool wrote:NIce work! My only concern is that env lighting is a bit too uniform; there are no well defined shadows. On the other hand it's Eden - no need for shadows and other dark stuff.

Good point. It's kinda weird, currently the displacements actually force a certain lightmap scale.. sometimes being pretty high. But like you said no harsh shadows are needed in Eden!

I think we could do with an extension on this one, because of the model viewer glitch. You may remember what some common props are, like barrels, but the other 3k models are better picked while actually seeing the model.
Is that why hammer crashed on me when I opened the model browser.. darn.
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Re: Map Battle 35 - Eden

Postby ixin on Wed Jun 17, 2009 11:44 am

Just use this Image

And only add Contrast to it >;O
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Re: Map Battle 35 - Eden

Postby The Doctor on Wed Jun 17, 2009 12:49 pm

Mine is just about done, but I'm having compile problems. It takes a really long time and gets stuck in various places running vvis.

Portalflow keeps getting stuck after six.
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Re: Map Battle 35 - Eden

Postby Kodox on Wed Jun 17, 2009 1:29 pm

I've got the Quad Core, I can compile it if ya want.
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Re: Map Battle 35 - Eden

Postby The Doctor on Wed Jun 17, 2009 3:28 pm

I managed to get a shot of the level in-game, running vvis on fast.

Image

It's pretty ugly, entrance is unfinished, forgot the god damned tree that's meant to be outside, and the shadow maps are really chunky. Apart from that and my vvis problems, I'm almost finished.

A level of that size, with all of those details set as func_detail would not take over two hours to compile with vvis, should it? I only managed to get just past 9 after two hours before I finally closed it all. None of my other maps have ever taken that long. :(
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Re: Map Battle 35 - Eden

Postby KILLA-COW on Wed Jun 17, 2009 3:32 pm

Nub your map now looks fucking hideous. Change it back.
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Re: Map Battle 35 - Eden

Postby krainert on Wed Jun 17, 2009 3:34 pm

The Doctor wrote:A level of that size, with all of those details set as func_detail would not take over two hours to compile with vvis, should it? I only managed to get just past 9 after two hours before I finally closed it all. None of my other maps have ever taken that long. :(


It shouldn't take more than 2 minutes... Depending on your system, of course. Try uploading your map file, and I'll give it a shot - it's EP2, right?
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