View Full Version : UGAC - Master Chamber - Somnambulance
Auctane 07-14-2006, 09:19 PM Title: Chamber of Provenance
Genre: ~ Mythological
Type: FPS - DM or partial CTF Map
High above the stagnant water surrounding the dais, light bursts through the openings in stone structure to illuminate the chamber. Surrounded by overgrown vegetation the icon sits at the edge of a peer on the highest level. Hero must forge his path to the brow, retrieve the icon and escape.
Features:
• Exotic lighting coming from windows in ceiling and top floor
• Figureheads of those who constructed the Master Chamber rest at the top of the main pillars with hanging plants coming from their mouths.
• Dark edges of the rim where the stairways and ramps can be found
• lots of vegetation to hide behind
• Pool of water surrounding the bottom entrance of the temple
• collapsed edge of the temple to complicate the players exit path after they grab the icon.
• Entry/Exit A - Main hallway which feeds into the outer walkway.
• Entry/Exit B - parallel stairwells lead underneath the stage in the center of the floor leading to the caverns.
[level design]
[block out w/ basic values]
[concept art]
[final submission]
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Auctane
07-15-2006, 08:14 PM
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FirstManOnMars
07-15-2006, 08:21 PM
Nice Layout, a solid professional approach. I assume the black circles are pillars? Looking good so far!
Ghostscape
07-16-2006, 06:32 AM
replace all the pillars with face sprites to save triangles :D
You might want to cut down the scale a bit there, you'vegot an awful lot of floor space and 20k triangles isn't enough for an entire level.
Auctane
07-17-2006, 04:25 AM
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Ghostscape
07-17-2006, 04:29 AM
You can always model for your portfolio and then cut for the contest :D
Auctane
07-17-2006, 07:54 AM
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Auctane
07-17-2006, 06:13 PM
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Ghostscape
07-17-2006, 09:02 PM
Get me some McDonald's because I'm Lovin' It.
Cool design, this would look great with hanging vines and ivy creeping up the walls.
Auctane
07-19-2006, 07:23 AM
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Auctane
07-22-2006, 03:02 AM
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Auctane
07-22-2006, 07:34 PM
over it .
Auctane
07-22-2006, 10:34 PM
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Ghostscape
07-23-2006, 12:33 AM
I'm getting a very "Sub Zero, Fatality" vibe from your heads/spinal cord plants.
Looking good!
looks intresting. I like the idea so far keep at it. Those leaf vines are insane detailed but still very low poly. The only suggestion i see is with the first texture. It is a bit busy and might hurt other cool details you put in the room. You can still have that brick look but not so saturated perhaps.
Auctane
07-23-2006, 04:35 PM
"FINISH HIM!" I hadn't looked at it quite like that. I was going to have the plants coming out of the mouth... but I didnt like the idea of life being vomited.
I think you are correct RO, I need to tone it down. I hate that texture already, my vision was of something more like bricks insted of rocks. I am going to revert back to that.
Auctane
07-25-2006, 03:46 AM
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Auctane
08-01-2006, 03:52 AM
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requiem2d
08-06-2006, 10:59 PM
Can't wait to see this one done either, lot of great things this time round, good luck to you too :)
sheppyboy2000
08-07-2006, 02:11 PM
I'd hate to say it but your textures seem too busy. There is a lot of interesting geometry going on but your textures seem to hide that. At least for the back wall.
Auctane
08-07-2006, 05:54 PM
Thanks requiem2d. I have time available again to dive into this.
yeah Sheppy, currently it is busy. I am feeling rather confident that I can pull it together with the remaining textures and I haven't even started lighting yet.
well... time to get something done here. I'll post progress later.
I think with the lighting you will do fine with those textures.
Are those side decos some kind of fountain that will go all the way down to the lower level? So I assume the lower level will have some nice water effect? Maybe some low water with a reflection and some more plants close to the water with a walk way leading to those floating platforms.
Edit: Lol nvm saw all the other shots with more detail you are doing that pretty much.
This looks very rpgish. Something you would see in FF or some other type. Looking forward to seeing the done shot of this wih the right lighting and fx this will look cool.
sheppyboy2000
08-07-2006, 07:17 PM
yeah Sheppy, currently it is busy. I am feeling rather confident that I can pull it together with the remaining textures and I haven't even started lighting yet.
well... time to get something done here. I'll post progress later.
Wow, this is the first time I ever left a critique that somebody not only listened to it, but didn't get offended. As I said before, looks phenominal. Can't wait to see the end result.
I may end up dropping out of this competition (so far, only geometry is done... no rigging, lighting, or even texturing has been touched) and I move this weekend. I'll still try to throw SOMETHING together. If for nothing else that to throw something besides my critiques up on cgtalk.
Auctane
08-10-2006, 11:53 PM
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lighting looks cool :)
I suggest a combo of of a texture plane with a shader panner with a soft edge alpha and particles to make the water fountain look good. With also a specular map and and opacity.
Ghostscape
08-13-2006, 06:54 AM
The lighting really makes the scene stand out.
If you need an extra week to finish this there is a vote in the rules thread.
Auctane
08-18-2006, 06:24 PM
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Auctane
08-24-2006, 10:59 PM
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You can do it man :) I really like the mood you have going in this peice plus the odd arcitecture going about.
Auctane
08-25-2006, 12:44 AM
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Ghostscape
08-25-2006, 02:28 AM
Get this thing finished! Hide unfinished textures with murky mood lighting :D
Auctane
08-25-2006, 02:44 AM
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08-25-2006, 02:44 AM
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