Nice! Personally, the lighting looks fine to me!
WIP in WIP, post your level screenshots!
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The Outside architecture is great! The textures and lighting are also very nice.
I think there's room for more detail within the interiors. Give the ceiling some variety. Some demonstration consoles setup around the place would also be a nice touch.
A desk with a cashregister, etc at the store exit would make sense too.
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what I did tonight
[Blocked Image: http://team.firearms-source.com/Shinobi/spicytanukicrossfire.jpg]
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NeoNautica: Looks nice, love the custom content. When I first saw the pictures I thought this was a source engine map. I like what you have on that mat, its totally true, selling games to a computer game store is a total rip off.
SpicyTanuki: You made that in one night? Nice, just the wires would have taken me a whole night to setup
. Looks pretty good from what I see, let's see some in game shots! -
it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point.
[Blocked Image: http://team.firearms-source.com/Shinobi/ps_crossfire10490001.jpg]
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Quote from arhurt
Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.
In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!
[Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040005.jpg]
Wow I love this, really creative and inspiring:)
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Quote from SpicyTanuki
it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point.http://team.firearms-source.com/Shinobi ... 490001.jpg
man that reminded me of some mod I've been working on 3 years ago
exactly the same textures, sky, lightsetup
http://www.hlportal.de/?sec=mods&site=m ... mod_id=125 -
SpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits.
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Quote from e-freak
man that reminded me of some mod I've been working on 3 years ago
exactly the same textures, sky, lightsetup
http://www.hlportal.de/?sec=mods&site=m ... mod_id=125Very nice
I did end up changing that sky to a similar one because for some reason when I used that my reflections got really messed up. They essentially didnt reflect. To this day I still have no idea why that happend. I'm assuming you're using the HL2 default sky btw.Quote from TarkySpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits.
I'm not 100% sure either :/. A friend made that sky from some of the available shots at cgtextures.com. I'll start by darkening the env_light to see if that helps (maybe I need to desaturate it a little too?). If that doesnt do the job I'll look into darkening/desaturating the skybox itself. I should also mention, you can't see it in the screenshot but the skybox has a sort of dawn-like sun rising directly behind the player.
I've begun a lot of big architechtural changes this week and am aiming for a weekend compile at the latest, I'll share my results then and gopefully they will be a step in the right direction.
Also thanks for the crits, I wish I signed up for this message board years ago !

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Not sure if it's the right forum for this, but anyway...
Inspired by Assassin`s Creed, here's a little scene made in 3ds max with different light settings. It's about 80.000 tris, average texture resolution for the objects is 512x512, for the buildings 1024x1024. Texture ressources are mostly from cgtextures.com, a few from google. I'll call that piece done for now, but is there anything you would have made different/better? I'm open for any suggestions and opinions

[Blocked Image: http://www.bja-design.de/different/bluesky_final_rand.jpg]
[Blocked Image: http://www.bja-design.de/different/yellowsky_final_rand.jpg]
[Blocked Image: http://www.bja-design.de/different/blacksky_final_rand.jpg]
[Blocked Image: http://www.bja-design.de/different/wireframe_final.jpg]
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1 and 3 are absolut blast!
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hardcore

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now thats VERY nice
great work! -
Now what?!
Looks f*ing nice man!
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wooooo that's nice

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BJA FUCK YEAH DUDE =)
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Wow, i love the third lighting style. Really unexpected feeling for that type of environment, it's typically warm and the cold colours cause a jarring kind of unsettling feeling.
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Holy fucking shit!! hardcore!
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So BJA is having my babies - decision final.
Don't like the lighting on 2 - but the other two are fantastic. REALLY awesome work.
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