View Full Version : Sewer level
10-30-2004, 08:21 AM
Hello everyone.I receently made this sewer level for my game.I would like to hear some crits about it and some ideas are welcome indeed.I dont know what other objects i might include in
so i wuold need some suggestions.thanks http://cgtalk.com/images/smilies/smile.gif
10-30-2004, 09:32 AM
looks nice, nice ambiance. mabey u can include a one sided crossing in the sewer canal that leads a few metres around a corner in to a roster.
just an idea :D
10-30-2004, 01:53 PM
I don't see a sh**
I see only textures on sides, they looks amazing, guy is cool too
10-30-2004, 03:30 PM
actually the sewer level is a veryq long level with lots of crossing :)
Any idea on what could i add to make it look a little better?
10-30-2004, 04:51 PM
In the sewer, you can use a few dynamic lights in the sewer to make it even more fearsome. Are you using 3D Gamestudio?
10-30-2004, 06:59 PM
yeah i'm using 3dgs
i thibnk lighting is good since the player has a flash light,maybe some objects.....
10-30-2004, 09:28 PM
your fog seems to come pretty suddenly and is also pretty close and next to that also seems a little dark grey, maybe for example a soft green or blue would work better together with a closer fogstart and a further fog end set so it all happens more gradual
light could also get a color, like greenish, and maybe stronger highlights, you could also add blue light falling in from above from some streetthings and effects like light rays and soft layer of fog above the ground/water
and your coronas are also really white and they cut in to the wall but maybe thats something you cant change in your engine/program
10-30-2004, 09:45 PM
they are white because neon is always pure white right?
10-30-2004, 10:01 PM
Sewers usually have side pipes that lead to houses and buildings above.
There's a few light fixtures, but how about spreading the attenuation on light more.
About the character's flash light, does it actually light whatever he points it at?
10-30-2004, 10:21 PM
yeah it does,you should see it in motion to unnderstand it's working
10-30-2004, 11:19 PM
truly white light is rare in the world
if i use neons they are always brightblue, i never use white light
the environments affect the color, the lamp could have a green dirt layer over it that it received by time from the unhealthy and wet environment making it cast green light, the walls and other surfaces will also reflect light and altering the color of the bounced lighting
same goes for water which breaks up and alters the light a lot, as does fog
secondly your first objection to do when making an environment is to make something thats something, comes across as interesting to the viewer, drags him in the place.
the art is higher priority than realism even if your environment is realistic
color creates a mood, feeling, emotion, time and theme specification
10-31-2004, 07:03 AM
Thanks for your tips.I'm going to add some colors to the light and see how it goes :)
10-31-2004, 05:41 PM
Perhaps you could add some overhead pipe outlets that go to the suface, then you could add some subtle bluish shafts of light splling onto the floor.
11-01-2004, 02:30 AM
i agree, more pipes around, maybe some rats and garbage around too?
11-01-2004, 09:21 AM
yeah garbage would be cool :)
11-02-2004, 12:20 AM
Maybe even a drunken stiff down there...
11-10-2004, 02:17 PM
wow ! It's .... a big tube !! and very dark !!
maybe I'm missing something, but what is the point of your character being down there ?
11-10-2004, 09:59 PM
the first splinter cell game probably the coolest sewer levl i have ever seen in a game. and yours looks alot like it.
to improve, basically stuff, thats already mentioned, maybe some red lights, and garbage.
one thing that i would say though is to make it look like its occasionally inhabited by various forms of life, homeless people, maitnance workers. like maybe have some lit up areas, with a locked door, that could possibly go to some sort of valve room.
also- you dont always have to have water on the ground. you could have a section that gets raised up, and theres no need for the walkways on the side, and its just flat (maybe water goes there occasionally but not often) here you could play with all sorts of cool stacked up garbage, derilict shopping carts, etc.
looks really cool, is this for "the kid" ?
11-11-2004, 01:24 AM
btw how many polys on that character ?
it looks kind of high poly for a game engine .
...add some sewer trash some scum ....u know some green gook ....and improve the lighting.
11-11-2004, 01:35 PM
Yeah this is for "the kid"
The player is between 3000-3500 polys.Maybe he looks high poly because of the normal mapping.
I will have to look at the sewer level in splinter cell,thanks :)
This level will be a pass through to the other part of the city so its not so important.
Hope to post some screens soon.I had to make the entire city from scratch :( so i didnt have time to work on sewer.
01-19-2006, 05:00 PM
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