New Project Preview

BeaverKing

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Jun 30, 2009
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A few months ago, I started painting some custom textures for this map concept I had: metallic textures/models, sci-fi sorta atmosphere/lighting/skybox/etc, octagonal hallways/tunnels, etc...
I put it off to work on a few other things, but today I decided to recreate the textures from scratch with a new, cleaner base and started laying out the basic shape of the map. A friend of mine wanted a preview, so I put together these VERY early stage shots of one of the center rooms to show some of the textures and sprites that ive made for it so far.

This is just the room's basic shape and a simple, single light in the middle of the sprites. Eventually, I'll be adding several custom models and a lot of extra world details (like the ceiling indentations) once the map's basic layout is finished, in addition to fine-tuning the lighting, adding environmental effects, and everything else I have in mind. So, that being said, here's a few medium quality, progressive screenshots of the room as it develops, with and without basic HDR enabled (i dont use hdr personally so i didnt configure it before compiling the map, i just turned it on for a second to see what it would look like). The energy ball in the middle is fully animated as well. ;)

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Without normal maps, standard lighting
http://img694.imageshack.us/img694/7933/75003550.jpg

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With normal maps, standard lighting
http://img7.imageshack.us/img7/4972/42724276.jpg

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With normal maps, basic low-level HDR lighting
http://img690.imageshack.us/img690/9016/76844960.jpg

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With normal maps, standard lighting, extra ceiling detail
http://img194.imageshack.us/img194/5554/67115184.jpg

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With normal maps, basic low-level hdr lighting, extra ceiling detail
http://img694.imageshack.us/img694/6692/98236072.jpg

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Initially I had planned this as a Counter Strike Source map, which these shots are from. If all goes well and it suits the game style, I'll modify the textures and develop a TF2 version of this map as well. I'll post updates down the line when the project is closer to complete. :)

-BK
 
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hopefully ill be done with a beta version this weekend for play testing... having some issues with exporting my models from Softimage tho, valve source plugin is ancient. hehe
 
nice! I hope this all goes well. I would love to see some new maps made by our own eGo guys. Good luck with this project!
 
Curious... You guys think the indented panels would look better on the ceiling or in the walls... or both.. hehe
 
Beaver I ask (or demand) one thing from you:

GIVE ME THAT SPIRITE NAO! NAO NAO! I NEED! REALLY! I WONT STOP UNTILL I HAVE SUCESS!
 
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I can haz textures?

they look really good :D

mmmm no. sorry. :-\

i'm painting these completely from scratch and giving them away for others to use now would seriously take away from my map

cgtextures.com might be worth a look if you want some photo-based textures, they have tiled versions of most
 
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ok... so... this was the center room at first, definitely wasnt a final drafting or anything, just put it together quick to show off the textures

http://img291.imageshack.us/img291/1716/bkmetal1preview.jpg

And this is a more detailed updated version of that room im still working on. (didnt build cubemaps or turn on hdr for this screenshot like i did in the first image, so it looks duller)

http://img697.imageshack.us/img697/6466/bkmetal1preview2.jpg

The indented ceiling look from the first shot im still using but i think only in the tunnels/hallways to make skylights for sunlight to come in through
 

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