Dude man, I'm not one to judge but if all you liked about starbucks is the green and the white, surely you could come up with another logo for yourself. Even if it was a 'mybucks' type ripoff. The copy/paste logo is a big distraction on the piece.
also is it dark on your screens its really bright on my house computer screen but my work computer screen makes this piece look really dark anyone else experiencing this issue?
Yeah, I was thinking the same thing about the placement of the graffiti on the truck. People AREN'T that tall. Then I remembered something else...The more accessible the spot is, the more likely that someone's going to attempt to get rid of it I'd say either move it to the bottom like
suggested or put some other stuff on the bottom and have that painted over, lol.
Gonna add alot of grim and dirt to the buildings thanks for the crit also going to make 2 cars 1 yellow taxi and a a chevy colbalt to fill the street but thats after i finish with the level itself.
played with the foilage and finsished blocking out the level gonna spend all day tommorow after work layout out the buildings:
Really diggin' this stuff! Can't wait to see it with L4d style lighting...or maybe you aren't doing that. Anyways, I really like that building that has fallen over, but at that point I think it would have just fallen all the way over. So maybe bring it back to a more upright position [not all the way] or have it leaning against the building across the street or just have it all the way fallen over with rubble everywhere. It's just where it is now seems like an odd middle ground. Keep up the great work!
lol tapier, it's no zebra is it? Anyway like we spoke about, keep going with the nature taking back it's ground, and more variation on the building veg.
massbot sugessted i throw in some wildlife i in turn bought a plain ticket to london and covertly stole one of splash damages tapers and fed exed him into my map
Hey guys my map wont load up anymore when i try to open it it just crashes dont know what the problem is would suck if i had to redo everything its saved as DM-Quarintine. i had some errors in the map before i closed it it had something to do with the grass :S not sure if that would be the cause if anyone can help i would greatly aprreciate it
auto saves dont work either heres the text i get after crash:
Yo ae. looks like you're getting that nasty ass Kernal error... this is how to fix it (or this is how I fixed it).
Copy your UTGame's folder in the My Games directory (should be in Your Documents) and paste it somewhere safe (this is for backup purposes). Now go into the UTGame's folder in your Documents and delete everything inside that folder (UTGame).
Once that is done, run the Editor once again and it should re-build all those files in the UTGame's folder. You should notice that the Editor may take a bit longer to bootup this time, i think its just re-cachcing all the files once again.. but that SHOULD work.
If not at least you have the backups saved somewhere and you can just copy over everything again... and then make your way to the EPIC forums and see if you can find anything else.
Also, once that is done just bring your Level file and Packages back into the unpublished custom maps folder, and you should be set man.
Would recommend you do the lighting before you finish textureing, so you can see what you can get away with. Might even make your work easier.
Is that the common practice? Seems to me it would be better if you layed out everything first, then do lighting, if your texturing spec isn't up to-par, or your normals aren't reacting the way you want, then tweak them.
I usually leave lighting to the last step, as it really brings everything together.
Both Lighting and Skydome are placeholders i hope to make my own skydome
Also the lighting also need alot of work but what im gonna try to do is step away from the browns and greys i see so often in next-generation games and pull something of like what mirrors edge has:
I want both the lighting and sky to look like this. why you ask?
i want to make a contrast in my piece as you can see the city streets are decaying and all forms of "human" life are gone.
the world is falling and the nature is taking it back from "us". what do you guys think? also if youdont like that idea any paint-overs or lighting tips would be greatly appreciated
Didnt have much time to work on this this weekend, with family coming over for Xmas.
but i was able to make some tweaks to the foilage and other things on the map, the biggest being the lighting my friend pushed me into doing it to see what people would thing with this take on the map so i decided to make a lighting set-up real quick.
If you want to go for the mirrors edge look the 1st thing to change should be your skybox. the grey overcast one is depressing and doesn't suit any type of stark lighting.
right now Im assuming your key light is in a similar position to the sun? I would suggest moving it so it intersects the scene at a 45 degree angle or something other than straight on, you will get more interesting shadows and it wont look as "Staged"
I think you could also boost the power of your key light quite a bit to get some hot spots going on, right now the lighting just seems too monotone and diffuse. try to get some shaprer shadows in there, I think it'll help a lot. nice progress so far man.
if you want mirrors edge-
1- create a new textures folder and make a pS action to copy all the textures into it and desaturate them say 75-90 percent.
2- point all the shaders to this folder instead, or move the old one and rename the new texture folder so that it replaces them.
3- relight the scene using a strong directional and oversaturated ambient
4- re-saturate key textures
5- add oversaturated bounce lights near these key objs
i think to get a mirrors edge look, you need to make sure that the main scene is very desaturated and that a few coloured objects are super saturated
@ Shepeiro: i forgot to mention in my earlier post that i just threw the subway cart there real quick to take a picture ive moved it down to the subway part and resized it thanks for the crit Shep.
@ Jaco : hey jaco thanks for the crit are you talking about the geomatry? or just the general texture? it looks good when you import it in but the engine really compresses the textures after you load up the map again gotta fix this.
Also knowing that the engine is gonna compress most of the details i put in the normal map i decided to go a little more higher in the poly limit for my jeep model its around 2,200 polygons without optimization i plan to bring it down alot more then work on the high poly
Im almost done with the map just need to fix some issues and i throw up a download maybe by next week hopefully, starting work again tommorow so dont know how much time ill get
Replies
also is it dark on your screens its really bright on my house computer screen but my work computer screen makes this piece look really dark anyone else experiencing this issue?
Yeah, I was thinking the same thing about the placement of the graffiti on the truck. People AREN'T that tall. Then I remembered something else...The more accessible the spot is, the more likely that someone's going to attempt to get rid of it I'd say either move it to the bottom like
suggested or put some other stuff on the bottom and have that painted over, lol.
Compared to truck, the buildings look too clean
played with the foilage and finsished blocking out the level gonna spend all day tommorow after work layout out the buildings:
screenshot with 100% more taper :P
Nice progress, gogogo.
auto saves dont work either heres the text i get after crash:
Assertion failed: BulkDataOffsetInFile == Ar.Tell() [File:.\Src\UnBulkData.cpp] [Line: 610]
Stack:
RaiseException() Address = 0x75bdf35f (filename not found) [in C:\Windows\syswow64\kernel32.dll]
CxxThrowException() Address = 0x75218e89 (filename not found) [in C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.1434_none_d08b6002442c891f\MSVCR80.dll]
Address = 0xb27972 (filename not found) [in C:\Program Files (x86)\Unreal Tournament 3\Binaries\UT3.exe]
Address = 0xe875274c (filename not found)
fuuuuuuckkkkk
Copy your UTGame's folder in the My Games directory (should be in Your Documents) and paste it somewhere safe (this is for backup purposes). Now go into the UTGame's folder in your Documents and delete everything inside that folder (UTGame).
Once that is done, run the Editor once again and it should re-build all those files in the UTGame's folder. You should notice that the Editor may take a bit longer to bootup this time, i think its just re-cachcing all the files once again.. but that SHOULD work.
If not at least you have the backups saved somewhere and you can just copy over everything again... and then make your way to the EPIC forums and see if you can find anything else.
Also, once that is done just bring your Level file and Packages back into the unpublished custom maps folder, and you should be set man.
I hope this works, this is looking really good
Autosaves
Cache
published
save data
screenshots
do i just make those folders? and leave them empty?
Does it work?
Check pm :P
it worked thanks alot back to work do you know why this happened?
EDIT: NM, your not even done with that yet~
Would recommend you do the lighting before you finish textureing, so you can see what you can get away with. Might even make your work easier.
Is that the common practice? Seems to me it would be better if you layed out everything first, then do lighting, if your texturing spec isn't up to-par, or your normals aren't reacting the way you want, then tweak them.
I usually leave lighting to the last step, as it really brings everything together.
Also the lighting also need alot of work but what im gonna try to do is step away from the browns and greys i see so often in next-generation games and pull something of like what mirrors edge has:
I want both the lighting and sky to look like this. why you ask?
i want to make a contrast in my piece as you can see the city streets are decaying and all forms of "human" life are gone.
the world is falling and the nature is taking it back from "us". what do you guys think? also if youdont like that idea any paint-overs or lighting tips would be greatly appreciated
but i was able to make some tweaks to the foilage and other things on the map, the biggest being the lighting my friend pushed me into doing it to see what people would thing with this take on the map so i decided to make a lighting set-up real quick.
i would like to see what everyone thinks
Btw, that orange brick-walled building in the corner facing us-does it have a normal map on?
right now Im assuming your key light is in a similar position to the sun? I would suggest moving it so it intersects the scene at a 45 degree angle or something other than straight on, you will get more interesting shadows and it wont look as "Staged"
I think you could also boost the power of your key light quite a bit to get some hot spots going on, right now the lighting just seems too monotone and diffuse. try to get some shaprer shadows in there, I think it'll help a lot. nice progress so far man.
1- create a new textures folder and make a pS action to copy all the textures into it and desaturate them say 75-90 percent.
2- point all the shaders to this folder instead, or move the old one and rename the new texture folder so that it replaces them.
3- relight the scene using a strong directional and oversaturated ambient
4- re-saturate key textures
5- add oversaturated bounce lights near these key objs
i think to get a mirrors edge look, you need to make sure that the main scene is very desaturated and that a few coloured objects are super saturated
1 .delete your diffuse textures, replace with raw ambient occlusion output
done! :thumbup:
@ Shepeiro: i forgot to mention in my earlier post that i just threw the subway cart there real quick to take a picture ive moved it down to the subway part and resized it thanks for the crit Shep.
@ Jaco : hey jaco thanks for the crit are you talking about the geomatry? or just the general texture? it looks good when you import it in but the engine really compresses the textures after you load up the map again gotta fix this.
Also knowing that the engine is gonna compress most of the details i put in the normal map i decided to go a little more higher in the poly limit for my jeep model its around 2,200 polygons without optimization i plan to bring it down alot more then work on the high poly
low-poly:
Gonna normal map in the door handles and sun roof
If u want to keep jeep headlight on u can add volume light cones (like in Left4Dead). This way u could add more dramatic effect
*cough* looking for a job *cough*