09-27-2012, 12:26 AM
After today's work, here's where I'm at so far on my first beta for my duel map. It was tough to find areas where I could take a screenshot and have most of it somewhat textured.. Much of it is still one ugly concrete texture hehe.
Progress has been somewhat slow since school started up again :*(
todo (first 2 pics):
-lighting.. currently lit using mostly surface lights. I would like to add some more accent lighting as well as giving the current lights a slightly dirtier glow as it is currently purely white.
-more details and some refining of stuff that looks odd to me
I almost wasnt going to post this last one as it is so far from what I want in the end. I have been experimenting with skyportals and how to create geometry which seamlessly joins the skyportal with the rest of the level.
I have considered a few ideas for sky color/atmosphere.. Currently what I am going for is a polluted smoggy feel. I feel like I am still quite a ways off in terms of fog color and density. The windows will also receive an envmap once I have all of the buildings completed so that they will appear to be reflective and actually look like windows. The large concrete building is a placeholder until I can go in and finish it. One of the buildings that is textured needs to be lit much better (it is obvious which one :p). I would also like to create another map with nothing but a bunch of buildings and whatever sky + fog combo I end up using. I will use this to generate a cubemap to use as my final skybox. This will let me create the illusion that there are many more buildings in the background without actually having to render any.
Progress has been somewhat slow since school started up again :*(
todo (first 2 pics):
-lighting.. currently lit using mostly surface lights. I would like to add some more accent lighting as well as giving the current lights a slightly dirtier glow as it is currently purely white.
-more details and some refining of stuff that looks odd to me
I almost wasnt going to post this last one as it is so far from what I want in the end. I have been experimenting with skyportals and how to create geometry which seamlessly joins the skyportal with the rest of the level.
I have considered a few ideas for sky color/atmosphere.. Currently what I am going for is a polluted smoggy feel. I feel like I am still quite a ways off in terms of fog color and density. The windows will also receive an envmap once I have all of the buildings completed so that they will appear to be reflective and actually look like windows. The large concrete building is a placeholder until I can go in and finish it. One of the buildings that is textured needs to be lit much better (it is obvious which one :p). I would also like to create another map with nothing but a bunch of buildings and whatever sky + fog combo I end up using. I will use this to generate a cubemap to use as my final skybox. This will let me create the illusion that there are many more buildings in the background without actually having to render any.