View Full Version : UE3 Map Quarintine
12-12-2008, 11:16 PM
Making a Duel Map for UT3:
12-14-2008, 01:32 AM
Lookin good. No crits so far. Lets see some more!
12-14-2008, 03:36 AM
Blocking out the street and skytrain station:)
12-16-2008, 06:32 AM
nom nom nom:
12-16-2008, 04:15 PM
i'm not digging the foliage on the buildings... to uniformed on the edges, needs to be more organic.
coming along nicely though.
12-17-2008, 06:52 AM
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
12-18-2008, 05:13 AM
fix the leaning building and added more buildings. didnt touch the foilage yet will do that tommorow :)
12-18-2008, 07:15 AM
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 :)
12-18-2008, 07:38 AM
i dont have much help, but that happened to me as well... its a pain in the ass i had to start from an old save file. if you are running vista i think that might be the problem, i reverted to XP because i got nonstop errors with vista and unreal. The moral is backup alot. Hopefully someone else can give a more helpful less depressing response.
12-18-2008, 05:26 PM
I'm 99% sure that Ued creates backup automatically every 5 minutes or so. Do you have a DM-Auto* somwhere?
12-18-2008, 08:03 PM
when i load in some packages it also crashes now?restarted the whole map :(
12-18-2008, 09:34 PM
Welcome to game art (digital art in general). Make daily back-ups of all work. I've had to restart u3 maps plenty of times, but hey, now you know how to do it and can do it better. And when you get a job, never depend on existing systems to back-up your work for you either.
12-18-2008, 11:07 PM
i got some help and fixed the problem :) ill be working on this all day :D
12-19-2008, 07:15 AM
12-19-2008, 08:10 AM
Be careful with those very white surfaces, as they look overlit and start to bloom. Make sure most textures have a roughly similar brightness level so it becomes easier to the lit the environment without problems like these, where certain textures take on the light entirely different than others.
I know it is a default UT sky, but it is far darker than what the lighting hitting the buildings seems to imply. This is a problem with UT skies, you need to multiply the sky material by 3.0 or whatever to fix this.
The high buildings in the bg just stop, give them a little roof/edge.
If the walls of your buildings are mesh and not BSP, you may want to lightmap them instead of vtx lighting. They seem blurry. This could also be because you may have set the plants to shadowcast which they cant handle. Also make sure all edges are hard edges and not smoothed together.
Have a look at post process color correction to pull the colors together and make it look more consistent and stylish.
White light is really boring and will give your level an unfinished look.
12-20-2008, 04:05 AM
Hey Hourences im glad you replied your tutorials were extremely helpful when i picked up ut3.
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 :)
12-22-2008, 06:51 AM
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.
i would like to see what everyone thinks :)
12-22-2008, 07:24 AM
quick update before i goto bed i might keep this lighting and get rid of the sun?
12-22-2008, 07:38 AM
Last one(latest) looks better IMO. (Try a cool light,blue tone, and see how it looks)
12-25-2008, 07:26 AM
nom nom nom:
12-28-2008, 07:54 AM
working on the jeep now :) finished the subway cart will mess around with the material editor and try to mess with the metal :/
01-08-2009, 02:40 AM
Nom Nom Nom download in the works just need to finish some contract work first.
01-08-2009, 02:42 AM
01-08-2009, 02:05 PM
Those vehicles aren't bad, but you really should add more environmental reflections to them, and they also seem to not be casting shadows?
01-08-2009, 06:32 PM
Looking good man ^^ keep it up :)
01-09-2009, 12:23 AM
Looking good, keep it up:) The rims on the tires look a bit a bit wavey. Try make the polies there flat, or add more gemotry.
01-09-2009, 12:23 AM
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