The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.
dm factory
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can you please post in nexus maps tread
say "this map needs less nexus"
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Jezpuh can you leave that shit to EOT.
First warning.
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Quote from von*ferret
The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.
Heh, right von Ferret. I agree with you this time..
I need to lose the ultra saturated yellow lights and make them darker, or turn them off. But not the lights in the tunnels because they are important, ordinary.
Yeah the other sky was a lot better for the environment. I will try many skies this time. Sometimes i think it makes it ugly with the red sky but it doesn't. I can't wait more coming help from you, you bring so nice ideas
:wink: heh.
Before i start to work with the inside area of the building i need to finnish the outside area completly.
Thank you.
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I see no real difference except for higher res pictures, which doesn't count shit in my opinion.
Its still block, it still got textures that are scaled UP..
Do something about that, then post screens.
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looks like a gas station factory making sewer pipes. Let the textures do some more work
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and lets get rid of the ugly yellow lights, shall we?

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I think the design of the building looks fine, but the lighting really needs work. Do you have a leak or something? It looks like RAD is only running direct lighting judging by the harsh shadows all over the place. If there is no leak, make sure you are using a reasonable number of bounces in RAD - try between 3 and 8 I guess. Looking at the spotlights along the left most wall in the first shot, it looks like you have them much too weak and focused - let the angles be a bit wider as at the moment they only effect a tiny spot on the ground, which makes them seem pointless. As others have said, the yellow lights NEED to go or at least be toned down in saturation - at present they are a horrible, stand out colour and yet seemingly have no effect on the surrounding brushwork. The yellow strip lights in the tunnel give off much too yellow a light for the colour of the strip. You should try and keep colours subtle for the most part.
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I donno why, but i think this map looks very cartoonish..
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Nothing more to add past what others have said, but it's a good start.. keep it up and you'll have a pretty decent first source map!
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Okay after some progress and hundreds of compiles..
A lill better lighting finally.
[Blocked Image: http://img158.exs.cx/img158/2367/dmfactory00004pd.jpg]
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Looking much better.
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I noticed that too marcos, i think its cuz the lighting has such hard edges and the textures are so generic its like the thing is cell-shaded.
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your lighting lacks subtlety (sp?), both in color and brightness, and in how you used it. try to find out why your world doesn't look 'real' and fix it
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Looking a lot better there Nexus, you are on the right track it seems.
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Hmm I liked the first screens more then the last,
The blocky look made it feel like a real factory.
Factory's are not build for design, hell 9/10 industrials buildings are square metal boxes here (modern industial zone) with only at the front side
(where the office or reception is based) is tought about looks.
Older industial buildings will still have a basic square layout in most cases but walls are concrete & bricks and the roof is not flat but triangles, or halfround.
So as far as it goes to realism, I liked the old screens alot more, at least for the factory itself.
It looks like the chimney can use more sides and/or a smoothing group tough.
I guess most real factory's would be pretty boring at the outside for a level :-).
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last shot is cool, I like it so far.
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Try to balance your lighting and sky more. Your buildings are dark enough to imply that the sky is completely dark and in the middle of your night, but the sky itself is a lot lighter and reddish.
The tone and colour of anything which is getting hit by that sky should be very similar to the sky itself -- as DaanO said, it lacks subtley. Since your sky is currently fairly midtonish, your buildings and such should also be midtonish. Balance!

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get a ground shot and add a 3d sky cause buildings dropping off suddenly removes you from the atmosphere.
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