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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • m8nkey
    • April 1, 2009 at 11:23 PM
    • #6,901

    Awesome work SpicyTanuki. The only thing that bothers me is the low level of geometric detail in the road compared to the rest of the scene.

  • AlexM
    • April 1, 2009 at 11:36 PM
    • #6,902
    Quote from m8nkey

    Awesome work SpicyTanuki. The only thing that bothers me is the low level of geometric detail in the road compared to the rest of the scene.

    good point, I'll look into improving it. I'm not super happy with my texturing or the geometry on the road currently.

  • D3ads
    • April 1, 2009 at 11:49 PM
    • #6,903

    I think your textures are looking great personally, sure they need some work but they're far from poor Scene itself isn't too bad either

  • DvS
    • April 2, 2009 at 1:36 AM
    • #6,904
    Quote from SpicyTanuki

    good point, I'll look into improving it. I'm not super happy with my texturing or the geometry on the road currently.

    I really like the scene, but the road might look better if it had a cobblestone curve to it, so that the middle of the road is the highest point and it bends down at the gutters to make sure rainwater isn't stuck on the streets.

  • Schmung
    • April 2, 2009 at 11:37 AM
    • #6,905

    Hi Tanuki - scene is shaping up really nicely so far, but the two things that bug me are the road and kerb texture. The road texture seems to be stretched a little bit and looks too soft and the kerb texture doesn't seem to be doing anything at present. Not sure where you're going with dirt/grime or if you want to keep it really clean, but even if you're doing that I think a bit of dirt and wear around the bottom of things and in corners etc would help it come alive a bit more.

    Oh, another thing that I just noticed - left hand side market stall thing - there's a really blurry airvent type texture there at a weird angle. Looks very odd. Sort it or remove it. I'm still not too keen on the wood texture you've got on the frame of that thing either as it looks a bit low-res, though you may not be able to do anything about that.

    Nit-picking aside, coming along very nicely. Nice job mate.

  • -HP-
    • April 2, 2009 at 11:57 AM
    • #6,906

    love the transparent shader on the cloth! awesome work!

  • Psy
    • April 2, 2009 at 6:56 PM
    • #6,907

    That's very awesome. I think some subtle bumps on the road would help.

  • sli-woody
    • April 3, 2009 at 10:38 PM
    • #6,908

    [Blocked Image: http://i60.photobucket.com/albums/h18/wood250/dod_silico_fix70030.jpg]

    [Blocked Image: http://i60.photobucket.com/albums/h18/wood250/dod_silico_fix70036.jpg]

  • Vinny Testaverde
    • April 4, 2009 at 1:35 PM
    • #6,909

    Spicy,

    you need more light in the street, add light coming from the shop windows or something, your hiding all the wonderful detail there.

  • the0rthopaedicsurgeon
    • April 4, 2009 at 5:03 PM
    • #6,910

    some of the kanji are backwards too, the white and brown banners on the left, and the white and red ones on the right.

  • AlexM
    • April 4, 2009 at 6:36 PM
    • #6,911
    Quote from the0rthopaedicsurgeon

    some of the kanji are backwards too, the white and brown banners on the left, and the white and red ones on the right.

    hehe I was recently made aware of that, I'll make sure that's fixed before I start to render out the final stuff

    Quote from JonM

    Spicy,you need more light in the street, add light coming from the shop windows or something, your hiding all the wonderful detail there.

    I just made a new skydome (with some clouds) to try to bounce the light inside, hopefully these renders are a little better. As for the shop windows, I'm kind of cheaping out right now with semi-reflective windows to avoid doing the interiors. I plan to do the interiors at some point but I looked at my reference photos and kind of came to the realization that the interiors would take way longer than the whole scene itself. I do want to do them at some point soon though. This would also explain the number of closed storefront garage textures.

    EDIT: just looked over the reference photos and realized I'd neglected to do all the outdoor light fixtures. I'll get on those next.

    Quote from Schmung

    Hi Tanuki - scene is shaping up really nicely so far, but the two things that bug me are the road and kerb texture. The road texture seems to be stretched a little bit and looks too soft and the kerb texture doesn't seem to be doing anything at present. Not sure where you're going with dirt/grime or if you want to keep it really clean, but even if you're doing that I think a bit of dirt and wear around the bottom of things and in corners etc would help it come alive a bit more.Oh, another thing that I just noticed - left hand side market stall thing - there's a really blurry airvent type texture there at a weird angle. Looks very odd. Sort it or remove it. I'm still not too keen on the wood texture you've got on the frame of that thing either as it looks a bit low-res, though you may not be able to do anything about that.

    Nit-picking aside, coming along very nicely. Nice job mate.

    All good points. For the market stall, since it's unwrapped I just may gie it a bit of a retexture. I'll do a big dirt pass on my stuff very soon, a lot of it is tiling textures, so I'll have to lok into multiple UV chanells (I've never worked with them before).

    Also I tried redoing the street texture, hopefully this one is a little better.

    Thanks for all the crits and comments!

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/072.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/74.jpg]

    edit: ^^ I just realized the roof is a little nmessed

  • D3ads
    • April 4, 2009 at 9:38 PM
    • #6,912

    Road texture is much better, the whole thing is looking gorgeous so far.

  • Albatros
    • April 6, 2009 at 6:56 PM
    • #6,913

    Hot stuff tanuki .

    [Blocked Image: http://www.albatros44.de/aachen/aachen_040609ask.jpg] [Blocked Image: http://www.albatros44.de/aachen/aachen_040609bsk.jpg] [Blocked Image: http://www.albatros44.de/aachen/aachen_040609csk.jpg]

    Changed the lighting, rescaled skybox props, added... stuff.

    Getting there.

    Thanks everybody for the feedback .

    - Albatros

  • Josch
    • April 6, 2009 at 7:03 PM
    • #6,914

    Incredible!

    But Albatros, are you sure, that construction wont collapse within a few seconds?^^

    [Blocked Image: http://www.abload.de/img/eichelartiguafm.jpg]

  • hessi
    • April 6, 2009 at 8:04 PM
    • #6,915

    i already hated it, when people pointed that out on dod_kolsch, and i still hate it, when you point it out on his work. why shouldn't this be (semi-)stable? from the laws of physics you should know that it is possible to build a pyramid upside down, so why shouldn't gravitation work on a few bricks?

    *rant mode off*

  • acapulco
    • April 6, 2009 at 8:25 PM
    • #6,916

    Cause it looks really weird and always disturbes the whole scene.

  • Josch
    • April 6, 2009 at 8:31 PM
    • #6,917
    Quote from hessi

    i already hated it, when people pointed that out on dod_kolsch, and i still hate it, when you point it out on his work. why shouldn't this be (semi-)stable? from the laws of physics you should know that it is possible to build a pyramid upside down, so why shouldn't gravitation work on a few bricks?*rant mode off*

    I want to see you building a pyramid upsidedown in war with many bombs exploding and massive eruptions shaking the earth

    But to be honest, thats not the point. I`ll just quote Acapulco:

    Quote from acapulco

    Cause it looks really weird and always disturbes the whole scene.

    It just doesnt looks like anything I would expect there...

  • hessi
    • April 6, 2009 at 8:47 PM
    • #6,918

    imo this is just fine. (nitpickers )

  • Albatros
    • April 6, 2009 at 10:02 PM
    • #6,919

    Hey guys ,

    don't want to make this a fundamental thing, but Hessi is right there.

    Theoretically, it's no problem. Physically, it's no problem. And practically, it's not a problem, either.

    Just think about this one point. When I'm making a map, I need a considerable amount of

    time for looking up references before I can even start . I've been making WW2-maps for almost 7 years

    now, so I've seen thousands of pictures of ruined sceneries and still keep gathering tons of pictures for

    every new project.

    One of the lessons I've learned is: ruined cities always look different from what you'd normally expect.

    Some odd, grotesque shapes are created by the detonations and firestorms, and more than once,

    walls, decoration and details in otherwise completely devastated cities will appear to be totally intact.

    http://www.belvue.be/_imgs/parcours/Fronttoerisme.jpg

    http://www.geschichteinchronologie.ch/2 ... 1944ca.jpg

    So... trust me when I say that everything you see in my maps has it's purpose, unless it's WIP, which those bricks aren't .

    And, IMO, a map that consists only of things the observer expects can't be a map that stands out.

    Cheers,

    Albatros

  • Campaignjunkie
    • April 7, 2009 at 6:54 AM
    • #6,920

    Almost done with part 2 (of 3) of my single player project. Sending it out to beta testers this weekend, most likely. It feels good to nearly be done with it... until the testers point out how terrible it is and how I'll have to redo everything.

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