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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • FMPONE
    • September 29, 2015 at 11:29 PM
    • #12,161

    That looks nice but your color scheme is still very schizophrenic to me. Also, pls use Imgur, it's way better.

  • Lemurr
    • September 29, 2015 at 11:32 PM
    • #12,162
    Quote from FMPONE

    That looks nice but your color scheme is still very schizophrenic to me. Also, pls use Imgur, it's way better.

    I'm not quite sure how to interpret this.

  • FMPONE
    • September 30, 2015 at 1:03 AM
    • #12,163

    3-4 colors max per scene is a great rule of thumb. If you look at any AAA game or Hollywood release, the vast majority understand that when it comes to lighting and color less is really more. That's why you see Blorange so frequently, it may be repetitive at this point but that's because it's so effective. The color scheme of your scene just reads as noise because you're not using color for any discernible purpose. Warmer colors widen, cooler colors lengthen, our brains draw shortcuts like these and artists exploit them for creative effect. You have nice values and brightness choices, but the fact that you aren't using one or two dominant colors with a very subtle third and/or fourth color, means your scene is essentially random to look at and not as effective as it would be with good color usage.

    Its especially obvious in your first screenshot, where all the lights are roughly the same size and are all different colors. There's no subtle interplay of color, there's no dominant and subordinate colors, it's just a random rainbow that's meaningless. The fact that you use blues and greens which are tantalizingly similiar but all different from one another, is even more frustrating to view. Those colors need to consolidated and distilled into one color and actual, limited artistic decisions need to be made in that reduction. Your goal should be 2 dominant colors (blue and red? green and blue?) with a far more subtle 3rd and (if you want to push it even more subtle) 4th.

    You're also making too much use of darkness to hide your geometry. It's kind of a crutch in those scenes, and the drawbridge doesn't have any scale items to compare it with. So even though there is "stuff" in the scene, it just feels very generic and corridor-ish, because you're shying away from making actual decisions.

  • Ahoy
    • September 30, 2015 at 3:50 AM
    • #12,164

    One of four identical guest bedrooms for my yacht map. I keep forgetting to tone down the normal for the wood

  • text_fish
    • September 30, 2015 at 9:06 AM
    • #12,165
    Quote from Ahoy

    One of four identical guest bedrooms for my yacht map. I keep forgetting to tone down the normal for the wood

    Very pretty. This is just a small point, but I don't imagine they'd have a chair with wheels on a boat. They might also have little metal rails around the edges of tables/desks to stop anything sliding off in choppy weather.

  • Rick_D
    • September 30, 2015 at 10:20 AM
    • #12,166

    Agency chair? Just move the model down into the ground so it looks like there aren't any wheels!


    If you want the source content - 3dsmax files - then throw me a PM and I can sort it out, or I can export a version without the wheels :)

  • Ahoy
    • September 30, 2015 at 4:52 PM
    • #12,167
    Quote from text_fish

    Very pretty. This is just a small point, but I don't imagine they'd have a chair with wheels on a boat. They might also have little metal rails around the edges of tables/desks to stop anything sliding off in choppy weather.

    They do use wheels, maybe they have some sort locking system to prevent the wheels from moving. Here's a bedroom from one of the many yacht's that have been used as inspiration.


  • slavikov4
    • October 3, 2015 at 6:06 PM
    • #12,168

  • Ahoy
    • October 4, 2015 at 4:50 AM
    • #12,169

    Here's another saloon for my yacht map (upper saloon), the design deviated a fair bit from the real-life reference for this room. I was never satisfied with this room when I followed the reference more closely.


  • Quotingmc
    • October 4, 2015 at 10:34 AM
    • #12,170
    Quote from Ahoy

    Here's another saloon for my yacht map (upper saloon), the design deviated a fair bit from the real-life reference for this room. I was never satisfied with this room when I followed the reference more closely.


    I wonder if some small exotic plants would add a little colour to break up all the beige. Just a few small ones might make it look nicer. I find that green always adds to a scene (Unless its a factory obviously).

  • El_Exodus
    • October 4, 2015 at 12:00 PM
    • #12,171
    Quote from slavikov4

    new orleans?

  • slavikov4
    • October 4, 2015 at 3:07 PM
    • #12,172
    Quote from El_Exodus

    new orleans?

    new york

  • Ahoy
    • October 4, 2015 at 6:05 PM
    • #12,173
    Quote from Quotingmc

    I wonder if some small exotic plants would add a little colour to break up all the beige. Just a few small ones might make it look nicer. I find that green always adds to a scene (Unless its a factory obviously).

    I have some flowers set up here and there, but they're not doing enough to break up the beige. I think I'll make a few bonsai tree models, brown is complimentary with my colors and the green should add to the scene like you suggested.

  • Vaya
    • October 5, 2015 at 8:37 AM
    • #12,174

    [Blocked Image: http://i.imgur.com/yvIgy2U.jpg]

    Progress is slow but I think it's heading the right way.

  • Andre Valera
    • October 5, 2015 at 9:33 AM
    • #12,175

    Starting to look lively!

  • Vaya
    • October 5, 2015 at 9:49 AM
    • #12,176

    Main concern just now is removing some of the blockiness. Real life isn't this square :P

  • Logic
    • October 5, 2015 at 10:15 AM
    • #12,177

    Updated A-site with a cleaner look and less connectors. Someone mentioned that it would make more sense to have the crane as a target, so I moved the site in hope that it plays better. Not enough for a new playtest, but it's a start. I will continue redesigning the rest of the map.

  • jackophant
    • October 5, 2015 at 10:25 AM
    • #12,178

    Don't forget to change how the wall bangs work on that site. I was able to awp Ts running through the doorway at the top through the metal wall very reliably.

  • Logic
    • October 5, 2015 at 11:12 AM
    • #12,179
    Quote from jackophant

    Don't forget to change how the wall bangs work on that site. I was able to awp Ts running through the doorway at the top through the metal wall very reliably.

    That area is no longer used. There is still spots for wallbangs though. I might have to remove them if they prove too powerful :v

  • hellomister
    • October 5, 2015 at 9:19 PM
    • #12,180

    Here my level WIP, made in unreal tournament with the basic BSP.

    I'm going to eventually add panels and geo.

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