looks cool. Feels a lack of cast shadows (props r floating) - after all its UE3 I assume :P The floor looks a bit too simple - again, cauz of lack of shadows and also maybe some more decals with papers etc. Also those rivets on metal beams look off to me. They kinda would not appear there - rivets r used to fix joits…
@Matroskin, gamedev: Been trying out some different approaches on the wall and solved the problem now. Easiest way to solve it, was to simplify the brushes and it all works now, thanks for the tips =) @nick2730: just like jmiles said, it's just decals. That decal is used a lot and it doesn't even has an opacity mask, it…
u can try to make a simpler brush for the wall with doorway. I would just make additive cube and then substract smaller cube for the door. No need to make a complex additive brush with the door modelled by hand. Also it does not need to follow same shape on top as the ceiling - u can literally keep it as a box. I case of 2…
For the brush above the door that has the issues, try just making a rectangle w/ 4 verts and extend it above the ceiling. Yes, you'll have some wasted BSP outside the room, but it should light better.
I have a question, how did you get the texture under the vents to the upper right of the door? You ahve the simple vents then the base texture behind, but then you have a rusty dripping texture under it, how did you apply it?
I would make those walls static meshes. They tend to take lighting a little better. Don't bake in production either until you are sure you have it final. I remember reading somewhere (I think JordanW posted it in the UDK Thread) that each quality jump in lightmass add 3x more render time than the previous. With this small…
thanks for all the comments :D glad you like it @PhilipK: You'r right, I really need some more colors, it's too grey right now @Matroskin: yup it's UE3. the beams are actually double t-shaped, but maybe a tad to little. Need to work a bit more on the beams, and add some more litter like papers laying on the floor, and add…
@ nick 2730.. you can do that by just creating a decal.. a flat plane of geometry w/ a set opacity mask..in his case, rust.. so you can place it and blend it pretty much anywhere..