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light-mystic
05-07-2006, 09:15 PM
Hello,

I wanted to share with you a few screens of Promotional Level Design we just recently got done for a client. It basically promotes his software and what it is capable of. Any C&C is welcome. If anyone is interested what the software we created the Level Design for please visit:

http://www.leadwerks.com/http://lddreams.com/warehouse/shot49.jpg


http://lddreams.com/shot46.jpg

http://lddreams.com/warehouse/shot50.jpg

http://lddreams.com/warehouse/shot51.jpg

TychoCelchuuu
05-07-2006, 09:45 PM
Looks nice. A lot like Half-Life 2. I'd add some decals (grafitti, posters, dirt or mud, etc) to the brick walls to break up the monotony, and maybe even work on the brick texture itself; it has a few bricks (like the white ones) that stand out when it tiles over such a large area.

AdamAtomic
05-07-2006, 11:04 PM
ditto - these look very nice but i would push the details a little - make some alpha planes of like loose papers and debris that you can spread on the ground, maybe some small detail models like stones or bricks or small bits of machinery - all these things will really help sell the engine as a system for creating a modern, believable environment!

RO
05-08-2006, 01:11 AM
a few things I would like to see also are glass shaders more use of spec maps also. reflections if this engine has any if not use of cubemaps.

But besides that more little details even though it is a art level it should be pushed to impress. some fx like smoke also and other bits that could be part of this level. If this engine has weather effects I would show it by adding it in. If not could it be used with a fx emitter of some kind to make a rain effect.

JesseMoody
05-08-2006, 02:44 AM
I agree with what everyone is saying. Spec maps, debris, all that stuff. If you were to go to a place like this in real life there would be trash on the grounds, graffiti, posters, dirt and all kinds of other things all over the place.If this were my piece I would push it even further and really tear things apart and wear them out. Make this place look abandoned. Add more wear and tear to things. Make it look like the place just got closed down one day or the owners abandoned the place. Paper, news papers, bottles, cans, cardboard, maybe a homeless person is using the place for shelter. Barrels for fire pits. All kinds of things can be done to really push this piece.

Textures do repeat but tossing on some posters, graffiti will really fix that.

ts-falcon
05-08-2006, 02:52 AM
wow this really reminds me of the cs source map cs_compound, especially the last pic. nice texturing and modeling, just dirty things up a bit!

light-mystic
05-08-2006, 03:57 AM
Thank you so far all the C&C. Everthing that has been said has been useful. @Superman114 you have a good idea for Detail. The original concepts we were gaven were to make something close to the CS Maps. We have just done our own texturing and Modeling of our own style for the Client.


Once again Thank you everyone and have a good one!

-Paul.

SammyB
05-08-2006, 09:33 AM
wow this really reminds me of the cs source map cs_compound..I'll think you'll find that's because it's a direct copy. Might have been a good idea to state that in the initial post...

typhus22
05-08-2006, 02:59 PM
theres a couple things that are popping up at me that i might fix and thats the glass in the warhouse, the texture looks too repeated and the floor seems too clean to me. also from the ouside of the warhouse it appears a bit flat. the lighting and attention to detail is fantastic and once ur moving about it wont matter but its those little things that can make a piece perfect, u know?

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05-08-2006, 02:59 PM
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