some work on the hotel building[Blocked Image: http://i.imgur.com/JwGSF0P.jpg]
[Blocked Image: http://i.imgur.com/Dw7t4gQ.jpg]
some work on the hotel building[Blocked Image: http://i.imgur.com/JwGSF0P.jpg]
[Blocked Image: http://i.imgur.com/Dw7t4gQ.jpg]
I hate to be "that guy" but the look of the map is just too similar to cs_italy for my taste. it doesn't do anything new visually
I agree with FMPONE and also those bricks that have "B" Sprayed on them should be changed as they don't look good
Some screenshots of a map I've been working on. Few might remember this as de_tibet from playtesting a while ago.
[Blocked Image: http://i.imgur.com/GtrKfn0.jpg][Blocked Image: http://i.imgur.com/jC8TKXX.jpg]
I love the skybox and it certainly is an original setting. I take it the obvious rock seam with the misaligned textures in screenshot 1 is a known issue?
Yes, I just haven't bothered with every detail just yet. I have done about only 20% of the map so far. Feedback for the visuals is appreciated tho.
Yeah, i remember it! Looks nice, rooftops could use some more height variation I'd say.
FMPONE I agree, just getting the first pass in then differentiating after with more reference.
Awesome, reminds me of Tenzin's village in Uncharted 2!
Looks really good, but why would terrorras bomb those poor monks? Very cry.
Quote from SenturaLooks really good, but why would terrorras bomb those poor monks? Very cry.
Rambo
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.
[Blocked Image: http://i.imgur.com/RHvqCoQ.jpg]
[Blocked Image: http://i.imgur.com/L6mmd8J.jpg]
Honestly the metal walls were way better than the rock
(your last post in wips)
But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks
Quote from JeanPaulHonestly the metal walls were way better than the rock
(your last post in wips)
But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks
I post this to get honesty so thank you. Regarding the metal walls. I got a lot of comments about it being repetitive so I figured throwing a little rock at it would break that up. Your feedback is noted.
Booooring rocks - both brushes and textures. You need to make some edges to get some lighting diversity. The texture is a bit like handmade mud ball. Q1 textures had more "content", there was no bump or AO, it was a flat brush so LD should get most of it with diffuse and brush variations. I think you can stay with the rocks but make it more bad-ass, not just rocks on part of the building, you can add some nice detail that holds the stones on the top. That's a little story you can include, in Q3 nobody will tell you "no way, it's unreliable" but if you'll make something actually reliable then you'll hear "ok, that's ace!"
Get some inspirations and references, make it less isolated, make a nice composition of the rocks, make it unusual! ![]()
Pipes in rocks - no-way :>
Maybe it will be too much but that room is what about? I know it's a Q3 level but what's the story of the room. You need to get the main idea of actually everything. I guess it's a teleport room so let's say "the room is about the teleport stuff", how about emphasizing it instead of making everything on the same level (without the dominant).
I'll make you an overpaint ![]()
Damn it Seir, you are throwing too many terms at this noob ![]()
What's AO? What do you mean with overpaint?
Well, back to the drawing board I guess.
In Quake 1 times artists had to put everything on the diffuse. There was no freaky stuff like now (like that AO). Everything was baked into diffuse - shadows, detail...
Overpaint - method of giving a feedback by painting stuff on image ![]()
[Blocked Image: http://i.imgur.com/OGnNrc4.jpg]
Sorry ![]()
Wow! I'm utterly amazed by the amount of brilliant feedback I'm getting here. I absolutely love what you've done with it. Your overpaint is going to be like my bible when I'm reworking this area ![]()
Just one question: Do you mean something like the picture below with truss, support and stair frame (I did a Google)?
[Blocked Image: http://www.totalstructures.com/images/mainimgs/productimgs/folding_truss.jpg]
I remember such mesh from Q3 but I guess it was a custom made one or it was just a plane with alpha.
I was talking about a single truss wall, exactly like this one:
[Blocked Image: http://i00.i.aliimg.com/photo/v0/427437120/In_situ_construction_support_of_steel_truss.jpg]
Good luck! ![]()
Found this and I wanted to share...now I probably have around 10 different minor sketches of each area, but this was one of the first rough layouts that I made,
Level layout original sketch:
[Blocked Image: http://i.imgur.com/sqcfudl.jpg]
How it turned out:
[Blocked Image: http://i.imgur.com/7qZlZuY.jpg]
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