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ForumsShowcase → wtfbunny
wtfbunny
2005-08-25, 5:33 PM #1
ok lets start from the begining:
[http://tmunplugged.net/portfolio/images/ch1.jpg]
[http://tmunplugged.net/portfolio/images/ch2.jpg]
[http://tmunplugged.net/portfolio/images/ch3.jpg]
[http://tmunplugged.net/portfolio/images/ch4.jpg]

and recent-er stuff
[http://tmunplugged.net/portfolio/images/ch5.jpg]
omgpainting
[http://tmunplugged.net/portfolio/images/ch6.jpg]
omgwindows
[http://tmunplugged.net/portfolio/images/ch7.jpg]
omgpillardetail
[http://tmunplugged.net/portfolio/images/ch8.jpg]

more to come.
2005-08-25, 5:51 PM #2
Though it's a classic design, I am reminded of the scene from Matrix: Reloaded. Whaz that guy's name? Merovingian?

I love it, especially the painting. I might retexture the outside of that staircase, as seen in the bottom screenshot.
2005-08-25, 5:57 PM #3
BigCarm, it better. It's for his game The Matrix: Unplugged I believe.
I had a blog. It sucked.
2005-08-25, 6:05 PM #4
The detail is more than what I see in the most modern games, which is very good. I think there's too much contrast in the lighting, looks surrealish.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-25, 6:06 PM #5
http://tmunplugged.net/ check forums for more media.

and yeah i just made a triangular moulding part just for the ends of the staircase. once i do some more work ill post pictures of it.

thanks, prodigy. the lighting is a place holder mainly, especially on the stiarcases. (yeah i know, ew) and for the sake of not making this compile any longer i didnt do patch shadows, so the darkness around round parts is temporary. basically, the lighting will come together when i add the chandelier in the middle.
2005-08-25, 6:55 PM #6
Wow! I never saw the Matrix (I really should) but that looks better than the Chateau level for The Specialists HL mod. :) Only exception being the walls over the staircase and behind the balcony... too plain, but I guess you plan to fix that. :)

2005-08-25, 7:13 PM #7
Originally posted by Zloc_Vergo:
BigCarm, it better. It's for his game The Matrix: Unplugged I believe.

Let's let that be a bigsex compliment then, because I had no idea, and that's what the environment made me think of.
2005-08-26, 12:21 AM #8
As long as you can randomly peel weapons off of the walls by the time this thing is done, i'll be pleased :D.

Seriously though, it looks great! you may want to add a slightly reflective shader to all of that marble though. I can't confirm it as i'm too lazy to wheel over to my DVDs and grab my copy of TMR1, but i remember a slight sheen in the marble surfaces.
50000 episodes of badmouthing and screaming like a constipated goat cant be wrong. - Mr. Stafford
2005-08-26, 12:25 AM #9
yeah, once i actually get all the textures laid out, then the shaders will be applied. stuff will be shiney, windows will cast colorful light on the floor, and (real) swinging doors are most likely going to be used (ok that last bit wasnt a shader issue, but i just thought it would be cool to mention). i just got done with the layout on the top area(balcony) and im gonna go to bed... im busy till monday, though.. might be able to post screens sometime before then, but no more work on it for a while :\
2005-08-26, 8:55 AM #10
Wait, what game is this for?
Ban Jin!
Nobody really needs work when you have awesome. - xhuxus
2005-08-26, 9:50 AM #11
Ja.
DO NOT WANT.
2005-08-26, 11:36 AM #12
Originally posted by SMOCK!:
Wait, what game is this for?


Wolfenstein 3D

(hint: click Cazor's link)
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-08-26, 2:20 PM #13
Hmm, forgot about that part. Yeah, I don't know, then.
DO NOT WANT.
2005-08-26, 5:12 PM #14
well, im not entirely sure on how much will be released for JA, but it will be a stand-alone game (using the quake 3 engine) for the final final version
2005-08-27, 2:36 AM #15
Originally posted by Cazor:
well, im not entirely sure on how much will be released for JA, but it will be a stand-alone game (using the quake 3 engine) for the final final version

aka: Universal Pictures vs. Cazor Entertainment
2005-08-27, 8:18 AM #16
actually it's warner brothers, but im sure universal could find a reason to sue us too.
2005-08-27, 3:31 PM #17
Bugger. Cazor got there ahead of me :(
50000 episodes of badmouthing and screaming like a constipated goat cant be wrong. - Mr. Stafford
2005-08-28, 5:08 PM #18
alrighty.. fixed the colors and texture of the walls and the painting to be more like the actual set, textured the pillars, made a slightly marbled texture for the bases of the pillars, had thrawn whip me up some textures for the doors and i remade those models, added the upper balcony and made that triangular moulding peiece.

[http://tmunplugged.net/portfolio/images/ch9.jpg]
[http://tmunplugged.net/portfolio/images/ch10.jpg]
[http://tmunplugged.net/portfolio/images/ch11.jpg]
[http://tmunplugged.net/portfolio/images/ch12.jpg]
[http://tmunplugged.net/portfolio/images/ch13.jpg]

still to do; re-texture the dome in the balcony's ceiling then work on textures/map the other areas.
2005-08-28, 5:14 PM #19
*knocks out Cazor, and forces him to teach Zloc how to edit like that*

That is just amazing. But there's something about it that I'm not quite sure on. I think it possibly may be just a TAD bit too clean (I don't know how else to put it) but damn...that's looking good Cazor. Keep it up!
I had a blog. It sucked.
2005-08-28, 7:02 PM #20
ok so i made the inner walls and the front of the balcony more accurate to the set, and made models out of the pillars so i could rotate them into place around the upper balcony.

[http://tmunplugged.net/portfolio/images/ch14.jpg]
[http://tmunplugged.net/portfolio/images/ch15.jpg]
2005-08-28, 7:09 PM #21
ggphnnnbbbll
2005-08-28, 8:43 PM #22
splizm
2005-08-28, 9:22 PM #23
these 'words' do not help me make this map better :\
2005-08-28, 9:39 PM #24
Fine, make it brighter. :p

Have you tried a bounce compile?
2005-08-28, 11:15 PM #25
haha do i look stupid? (dont answer that, thrawn. especially not you :] ) no bounce yet. lighting is temporary until chandalier is made and other light sources are in. until then such a lighting render is useles to me!

boobies.
2005-08-29, 8:55 AM #26
[http://www.nhptv.org/natureworks/graphics/bluefootedbooby4.jpg]
2005-08-29, 9:02 AM #27
Do Do Bird
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-08-29, 9:20 AM #28
Booby
2005-08-29, 10:22 AM #29
A Blue Footed Booby to say the least.
2005-08-29, 3:25 PM #30
Don't use solid black on textures, the only solid black you'll ever encounter in real life is where there is no light - and there's plenty of light in that great hall.
2005-08-29, 3:26 PM #31
The solid black will look okay when there's an environment map on it, don't worry. :]
2005-08-29, 4:10 PM #32
Why isn't there an environment map on it?
www.wudan07.com
2005-08-29, 4:58 PM #33
Cazor deleted them when he reformatted I think. :p But that's okay, I think I have some on my computer.
2005-08-29, 6:34 PM #34
yeah, i normally do geometry then lighting then shaders(unless the shader has something to do with the lighting), so... you guys can wait, right?

and i dont quite remember which shader we're talking about, but i know one of them i didnt like at all... made the floor look like it was made of glass or like it was covered in an inch of water.

oh and the pillars arent solid black. there's the white whispy marble peices in them, they just dont show up well at such a distance when you shrink a 1600x1200 image to 1024x768. but it will probably have a shader on it too at some point.
2005-08-30, 3:21 AM #35
For some reason, I don't really like this level. It's just me, I guess. The archi looks fantastic, and the textures are good, and everything, but something just throws me off. It looks... Plastic. Like a toy. Not real.

But then, this *is* the Matrix. Heh.

Maybe adding the cold weapons to the walls (models) would help change its "plastic" look?
幻術
2005-08-30, 7:36 AM #36
that's prolly due to how it's really all just made of plaster and moulding.
2005-08-30, 10:55 PM #37
ok small detail, but yeah, made the doors that lead to behind the main hall. yeah there's a painting in the background.

[http://tmunplugged.net/portfolio/images/chateau/ch16.jpg]

edit- and yes, i know all the textures arent aligned :\
2005-09-03, 1:17 PM #38
[http://tmunplugged.net/portfolio/images/ch17.jpg]

lighting in that area is proving to be difficult... im just showing that i did go and actually model the stuff up there that needed it, and it will look much better with final light renders. the library is about half done right now.
2005-09-03, 2:37 PM #39
It's time to play around with light emitting shaders. For one, those parts of that dome that shouldn't have lightmaps, should emit light, and the floor should bounce a certain amount of the light back upwards. If everything looks too bright, reduce and retry. I'd cut out this particular part of the level and work on it alone (hence, a small cutout of the map) and play with the lighting.
www.wudan07.com

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