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3D World Studio / [STICKY] Post screenshots of maps you working on here.

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koolaid 2764
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Posted: 11th Jul 2008 14:09 Edited at: 26th Jul 2008 20:27
Hello all. Some might remember work I have posted before, well here are some images from the first area of my game called Krizon, still in progress. I have taken a new and interesting direction on the level design, just did a test of the entire area lighted. What do you'll think?











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Homey the Clown
22
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Posted: 11th Jul 2008 22:02
wait...so do you have textures in black and white or what? cause im pretty sure when you set the world to display just the lighting in 3d world studio there are no textures but...there are textures. lol

"I don't think so... Homey don't play that."
-Homey D. Clown
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koolaid 2764
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Posted: 12th Jul 2008 09:13
Yea I have four Temp textures I use for contructing my levels, it helps visually to see the world when building and lighting, the different surfaces. I use 3 gray textures each different shades of gray and one light blue, which is used for any geometry that is temporary. You know that im going to to replace with a higher detailed mesh. Certain areas of my levels I use real textures.

What do you think bout the look of the world?

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Adriano jones
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Posted: 13th Jul 2008 16:37
koolaid,
i think the world looks great! reminds me of the orange box and all those other great sci fi games...
nice.

Adriano jones
Homey the Clown
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Posted: 16th Jul 2008 23:24
its kinda like what you would get if you put quake 2 and doom 3 in a blender. its pretty cool and some interesting geometry/architecture.

"I don't think so... Homey don't play that."
-Homey D. Clown
Intel Pentium 4 2.4Ghz processor,512MB Ram,GeForce4 MX 4000
castek
18
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Posted: 23rd Aug 2008 08:05
here is a map i did in 3DWS.

"The Beginning is the end."
castek
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Posted: 23rd Aug 2008 08:07
one more pic

"The Beginning is the end."
baconboy2
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Location: Liverpool, UK
Posted: 23rd Aug 2008 13:41
ooh, thats really nice castek, well done! Kinda reminds me of TES 4: Oblivion, with the random temples dotted around the world.

well done!

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
castek
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Posted: 23rd Aug 2008 17:23
thanks i'm glad you like it! my brother thought it looked like it was from oblivion too.

"The Beginning is the end."
baconboy2
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Posted: 24th Aug 2008 01:11
Well, hnere are some images of a sort of maintanence/vehicle/delivery area, in the basement of the HQ, which shall feature in Global Warfare. These images are still very early stages, as there will be a lot more models and a couple of changes added soon!

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
baconboy2
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Posted: 24th Aug 2008 01:12
image02

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
baconboy2
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Posted: 24th Aug 2008 01:12
image03

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
baconboy2
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Posted: 24th Aug 2008 01:13
image04

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
baconboy2
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Posted: 24th Aug 2008 01:14
image05

This one is my favourite

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
baconboy2
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Posted: 24th Aug 2008 01:14
and finally, image06!!!

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
castek
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Posted: 24th Aug 2008 01:31
thats cool. did you make those texture yourself?

"The Beginning is the end."
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baconboy2
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Posted: 24th Aug 2008 13:13
Nope, I got the boxes from FPSC, and the other textures from my huge texture library!

http://img512.imageshack.us/img512/5334/globalwarfareeditaz3.jpg
Bea freeman
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Posted: 13th Sep 2008 23:36
can this program do anything with water??
Airslide
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Posted: 15th Sep 2008 05:47
Water is something you would have to setup in your engine. I personally use a brush which I give a solid class ("solid_water", and don't comment on the name, I know it's contradictory ).

koolaid 2764
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Location: Atlanta, Georgia
Posted: 26th Sep 2008 14:13
Here are some tests renders of my level from my game Krizon. Fooling around with some textures I have, trying to get a better feel for the enviroment. What do youll think of the atmosphere?





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Leadwerks
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Posted: 27th Sep 2008 11:43
Oh, nice. You keep getting better!
Anthony 2764
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Posted: 28th Sep 2008 12:22
Thanks. I feel I'm getting better indeed, I've been doing this for quite a while now, learning alot along the way. I reconstructed the whole layout of the level and had started from scratch on the geometry. Im very happy with the quality I've reached.

Shadow Designs Development Team
Mariokiki
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Posted: 22nd Oct 2008 20:23
Some pictures of the game... it's a "King's Valley" like (for older people who know it !)

Made with 3DWS and DBPro...
Anthony 2764
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Location: Atlanta, Georgia
Posted: 23rd Nov 2008 11:48
Hey guys, just posting some new W.I.P shots from some areas of my world from my game called Krizon. Some lighted, some not. Please note anything that is blue just means it is getting replaced by a higher detailed static mesh. Comments would be greatly appreciated.











Shadow Designs Development Team
roka
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Posted: 24th Nov 2008 19:43
my intro






first map , without lightmap for the moment







Roka The French Boy
Anthony 2764
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Posted: 5th Dec 2008 03:23
Some new pics of the area leading to the service bridge.





Shadow Designs Development Team
Leadwerks
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Posted: 5th Dec 2008 10:40 Edited at: 5th Dec 2008 10:42
This is probably the best CSG modeling I have ever seen. My only suggestion would be to break the floor up so it isn't just a flat plane.

Some good normal maps and materials could make this first-class.
Anthony 2764
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Posted: 5th Dec 2008 18:54
Thanks, I appreciate your feedback. I've learned alot about CSG over the years and what you can do and cannot. I'm able to judge alot better these days where to draw the line, some things just would be better modeled outside of 3dws...3dWS is a great program because you can put a map together really fast and easy, especially when your building based on the power of 2/grid/texture principle. I try to break up surfaces as unique and when possible. The floors sometimes gets overlooked a bit, want to be consistent but not make it seemed cluttered sortof...

I can't wait for the day I have the textures and materials to really bring the world to life! It use to be difficult to build the worlds without the textures to really give it that look or atmosphere, I've overcome it and the solid color texture system i use really helps. It prevents the entire map from blending together, you can provide contrast to adjacent brushes...

Shadow Designs Development Team
Blobby 101
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Location: England, UK
Posted: 15th Dec 2008 19:56 Edited at: 15th Dec 2008 20:01
i'm working on a Medieval Fighting arena (Designed sorta like a Fortress) I've got one shot here of the entrance.


Anthony 2764
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Posted: 17th Dec 2008 13:14
Havent posted in here in a while so... Im posting some pics of the current section of the Cyber-Tech facility I've been working for the last week or so. I was also fooling around with some of the textures in my library and decided to slap some textures here and there(Pic 1) just to show how the environment could look. Let me know what you'll think, suggestions or whatever. Thanks.





















Shadow Designs Development Team
Pbcrazy
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Posted: 23rd Dec 2008 03:26
Anthony 2764 - Nice! looks really good! (you prolly dont need me to tell you that though ) Although, curious as to what you used to make that, 3DWS or CS or another modeling program?

And heres a shot of some buildings i've been messing with for a game. I've been working with the demo for 3DWS for about a week now, and ill have to use it till Christmas, when i get the full version, so bye bye buildings when i go to bed tonight. But they aren't to hard to make, i made half of this render within 30 min (largely because this is my second time to make it XD)

Screenie 1

Pbcrazy
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Posted: 23rd Dec 2008 03:31
and another screenie of the inside of the building on the far left.

Pbcrazy
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Posted: 23rd Dec 2008 03:33
and a close up of the middle building

Pbcrazy
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Posted: 23rd Dec 2008 03:38
and a close up of the last lil...shack.

Anthony 2764
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Posted: 23rd Dec 2008 20:12
Thanks Pbcrazy. Everything shown in the pics was done in 3dws and rendered as well.

Shadow Designs Development Team
castek
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Posted: 24th Dec 2008 02:12
how do you render something in 3dWS?

"The Beginning is the end."
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Olby
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Posted: 24th Dec 2008 17:50
@castek: There is a menu option View -> Render to file ... this will allow you to render from current camera position a simple 2D image or a cube map. In various resolutions and quality levels.


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castek
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Posted: 24th Dec 2008 19:03
yes i know about this but as far as i can tell there is NO Quality difference from the editor view even at the highest quality. and anthony 2764's pics look higher quality then just the render.

"The Beginning is the end."
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Anthony 2764
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Posted: 24th Dec 2008 19:11
Really they look higher quality...They really are rendered from 3DWS, the quality in there is pretty good, although there are issues at times with light leaks and shadows sometimes depeding on the resolution. When i finally get to render the entire scenes in leadwerks engine then that will be high quality for you.

Shadow Designs Development Team
castek
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Posted: 24th Dec 2008 19:21
Oh i bet they look higher quality becuase of light. most of my maps don't have any light on them yet. that might be it.

"The Beginning is the end."
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Olby
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Posted: 26th Dec 2008 00:56
@castek: Note that he also uses AA in 3DWS, this adds this nice polished edges to the renders. It depends also on you textures quality. Otherwise there is nothing more to render because it is a map editor not a specific rendering app.


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Pbcrazy
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Posted: 29th Dec 2008 19:31 Edited at: 29th Dec 2008 19:34
well, i've been working with several ideas, and i tried to make a urban scene with roads that went up hills and such, tell me what you think so far, this is after about 15 min work.

Pbcrazy
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Posted: 30th Dec 2008 01:42
well, started to work on a full scene for my game, tell me what ya think!

Anthony 2764
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Posted: 30th Dec 2008 07:35
Hello all. Been very busy working on the last major big area of level 01, I'm posting a overview of the entire level 1 of the game, now that I've figured out the space and map issues. The big area at the top is what I'm still developing and havent shown any pics of yet, but here's two peeks at the areas leading towards that service bridge. Lots more pics on the way showing that area. Comments and questions always appreciated. Thanks.







Shadow Designs Development Team
Pbcrazy
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Posted: 30th Dec 2008 17:00
Brilliant! Well done!

That looks very very professional, don't suppose you could possibly write up a tutorial on how you came up with the design and started implimenting it? I try, however my designs never seem as detailed as your. Any help?

Anthony 2764
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Posted: 30th Dec 2008 17:57
Thanks Pbcrazy.

I can say that it has taken me several years of learning and studying of level design and various elements. I've reached a level of quality in which I'll settle for nothing then less then a professional appeal. I have for a while been thinking of making a tutorial of some sort on building levels using 3DWS, and being able to push the capabilities of the program. I'll see what I can come up with soon, perhaps some tips and guidelines that I always follow.

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Pbcrazy
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Posted: 30th Dec 2008 19:07
thank you! i always would like to learn more

so far my city's "shell" is complete, now on to the interiors

Quantum Fusion
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Posted: 10th Jan 2009 21:55 Edited at: 10th Jan 2009 22:02
I noticed a few of those textures look familiar.







http://art.eonworks.com/gallery/texture/2d_texture-200042.html











http://art.eonworks.com/gallery/texture/sci-fi_metal_wall_texture-200036.html






http://www.art.eonworks.com/gallery/texture/surface_texture-200023.html




http://art.eonworks.com/about/about.html


If I'm not mistaken but I believe you cant use textures that have been in a commercial games, or ones you havent paid for, or got permission to use.

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Anthony 2764
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Posted: 17th Jan 2009 18:27
Yes, those textures were found from that site, the artist there has done some amazing stuff that appealed to me. I'm well aware of copyrights...and I'm not mass producing this game, or are those textures going to actually be in my game. Any textures that you see in my pics aren't final only for testing purposes. I would never try to rip off someone elses work.

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Quantum Fusion
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Posted: 19th Jan 2009 19:11
Ah okay, I just wasnt sure. I thought maybe you got his free textures mixed up with the ones he's made for commercial games.

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