I’m working on a futuristic underwater base.
It’s quite small but that’s because it’s going to be a duel map.
I have already made a block out of my map.
Take a look:
All critique is welcome.
-nav mesh for bot support
-exponential height fog
-trim texture on all models (only normal map)
-particles: dripping water
-decals: water stains
-sounds: ambient sound, sound from water and ventilation
-skybox: underwater with world displacement for wavy effect
Looks awesome, keep up the good work!
I love it. Would love to know how you achieved the look of the gun so cleanly in a darker level.
I used a skylight with a higher intensity, so that the the light of the outside bounces more in the dark areas
Could yu explain how you did the decal stripe?
I used a deferred decal under modes (found in top right where you get player spawn, geometry, lights, etc…) and then in visual effects tab.
I also created a custom material and set it to decal, then I added the material on my decal.
Here’s what my material looks like:
Make sure you set the material domain to deferred decal in the materials tab (as shown in the picture).
-material for pillars
-changed lighting (tweaks)
-hologram (still needs monitor model)
-material for pipes
-fixed reflections by changing cube maps
-added water caustic light effect on walls around the windows
-white/orange paint material to walls
-added TL lamp and spotlight models with emissive glow effect