A little history about why I'm doing this map (Other than because its fun :P ) - This level was overall an experiment on several fronts. After making levels several years I have over time realized that most levels in games seem to keep their overall blockyness that the initial layouts had. I don't believe most players will realize such a thing but at the very least it's leaving environments in games looking very boxy. There are some games that stray from this idea very well, such as Rage, and the latest Tomb Raider. So this level was an attempt to stray from the regular box feeling that most levels have.
Overall my goal was to create an environment that felt rugged and natural, everything from the flow, to the buildings were created to give the sense of a lived in but very nature filled environment. This was not created using UDK but by using UT3. The level is currently 85% finished
I still have quite a lot of lighting work and just overall polish and decoing to do. I am looking for any and all feedback no matter how cruel or straight forward. Thanks in advance!
Replies
Really digging the lighting and layout, i think you achieved your aims quite well. I'd definitely explore the crap out of that place =P.
I'd tone down the high-frequency part of the normal map on the wooden columns in the third image - they make the column seem almost fuzzy.
The texture on the stone in front of the stairs on the second picture seems stretched.
Looks great though. Are they all stock unreal 3 assets?
Anyway,it's very good so far,keep going!
The scene is composed largely, if not entirely of Unreal Tournament 3 assets.
The roof changes will be very subtle and I've only switched out a few but the ones that came with UT3 were 100% perfectly straight so they looked a little off to me :B
It will take me awhile to replace most of the roofs but I think it will be worth it in the long run, replaced roof means more natural looking roof, a lot less drawcalls, and quite a bit less tris overall.
In terms of constructive criticism, all I can say is that it's very 'busy'. There doesn't seem to be anywhere for my eye to rest in most of these shots. You could also up-res the rock/cliff textures a bit, since they're noticeably lower res than the buildings.
And yes, tone down the lens flare!
What is the lighting going to look like once it's done? With all those lanterns lit, I'd expect to be evening/early morning.