Looking nice, My map is likely to have a medical room, possible not accessible but through a window. Now i need to make sure I don't use yours as too much inspiration :P hehe
Its takng shape! but the latest ceilings are too low and flat again! as a skulk/lerk you need room to move, both horizontally and vertically. visually looking very good though
Its takng shape! but the latest ceilings are too low and flat again! as a skulk/lerk you need room to move, both horizontally and vertically. visually looking very good though
In general, I agree. However, remember that these are glorified hallways. Also, there are plenty of places for skulks to move around each corner. Oh, and don't forget about vents. Although I haven't mapped out the vent paths yet I can make certain areas more skulk-friendly by adding vents in strategic locations.
the majority of lights should not have cast shadows enabled, use it sparingly as its a resource hog. A light in the corner of a room like that has very little reason to have cast shadows on. You have to work with and around the limitations of the engine and the lighting model, there is some odd behavior with certain lighting setups so you just need to understand what works then work with that.
Moreover you should try stuff in game. There appears to be slight discrepancies between the editor and in game engine.
the majority of lights should not have cast shadows enabled, use it sparingly as its a resource hog. A light in the corner of a room like that has very little reason to have cast shadows on. You have to work with and around the limitations of the engine and the lighting model, there is some odd behavior with certain lighting setups so you just need to understand what works then work with that.
Moreover you should try stuff in game. There appears to be slight discrepancies between the editor and in game engine.
This oddity occurs in game. Many people play with shadows turned off anyway, but there's a light in this same area that has a nice shadow coming off a truss rod. I'd like to keep it but this entire area looks like this. I'll just keep playing around. Thanks.
Here's the latest WIP area: Satellite Relay (Tech Point).
There are many challenges in this area. The primary challenge is the outside environment. I have to craft an outside environment that is realistic but does not allow the player to see the rest of the map. The hive also sticks through the ceiling in a strange way, so I will have to be creative with the outside area in that respect too.
Additional note: This area features a dynamic (moving) cinematic moon-light. It will move for about 55 minutes and then it stops (Cinematic Editor frame limitation). It moves very slow, so you can't see it move in general but the shadows change over time.
Your lighting is not too bad (although, looks a bit expensive) and props usage is clean and practical but again your walls and ceilings are a bit flat. Very flat actually, especially in the last room.
I like what you did to your first room after some feedback.
Don't rush! A good room will take time.
Keep at it
Comments
Cheers,
Cody
Feedback is always welcome.
Blessings,
Cody
Blessings,
Cody
In general, I agree. However, remember that these are glorified hallways. Also, there are plenty of places for skulks to move around each corner. Oh, and don't forget about vents. Although I haven't mapped out the vent paths yet I can make certain areas more skulk-friendly by adding vents in strategic locations.
See attached. Turning "Casts Shadows" off resolves the issue, but for these lights I would like for shadows to remain on, if possible. Any ideas?
Blessings,
Cody
Moreover you should try stuff in game. There appears to be slight discrepancies between the editor and in game engine.
This oddity occurs in game. Many people play with shadows turned off anyway, but there's a light in this same area that has a nice shadow coming off a truss rod. I'd like to keep it but this entire area looks like this. I'll just keep playing around. Thanks.
Blessings,
Cody
This is it - double face present. Thank you for helping me fix this! Awesome!
Blessings,
Cody
There are many challenges in this area. The primary challenge is the outside environment. I have to craft an outside environment that is realistic but does not allow the player to see the rest of the map. The hive also sticks through the ceiling in a strange way, so I will have to be creative with the outside area in that respect too.
Additional note: This area features a dynamic (moving) cinematic moon-light. It will move for about 55 minutes and then it stops (Cinematic Editor frame limitation). It moves very slow, so you can't see it move in general but the shadows change over time.
I like what you did to your first room after some feedback.
Don't rush! A good room will take time.
Keep at it