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Factory Rooms

  • Synthesizer
  • April 16, 2007 at 8:45 AM
  • Synthesizer
    • April 17, 2007 at 2:26 AM
    • #21

    Zacker: The reason I chose to add some red and blue was to spice things up a bit. Although I think I may have chosen the wrong shade of blue...

    Bic: The point of the custom assets was more to show that I could make them than to actually expand on HL2's models. The original plan was to add more to the level, with the heavy machines in another room, and this being more of a little office/small workshop. I may eventually get around to adding some more to it.

    Adam: I agree about the noisy comment, I think I got a bit carried away in some spots. I think what's throwing you off on the scale is the large amount of distortion that happens in Source near the edges of the frame. Looking at the windows now though, I think a different setup for the bars might be in order, it does look a bit off.

    Everyone else: Thanks! MapCore seems to be quite active in replying to threads compared to some other forums.

  • AdamBrome
    • April 17, 2007 at 6:01 AM
    • #22

    I've worked with source now, professionally, for about a year. I'm all too aware of its FOV issues. However, I still think your scale is off. Certain objects, when compared to others, make the scale all over the place. I know you're finished with this piece so theres no sense in continuing to explain it - just keep an eye out for in in the future. Again - good work

  • Bic-B@ll
    • April 17, 2007 at 7:18 AM
    • #23
    Quote from Synthesizer

    Bic: The point of the custom assets was more to show that I could make them than to actually expand on HL2's models. The original plan was to add more to the level, with the heavy machines in another room, and this being more of a little office/small workshop. I may eventually get around to adding some more to it.

    from my viewpoint it looks like you made a bunch of random prop models that are pretty generic, and then made a small level with pretty lighting as a showroom for them. my point was that you should tie the two together. don't make custom boxes and shelves, make custom machinery that fits into the level (literally, you can carve out a wall to stick it in there). it enhances the level and make your abilities look more sophisticated than being able to model buckets.

    i don't mean to say you're some crappy photexturer bucket modeler, the level is very nice, it has great atmosphere. i just think you could have shown your skills better.

  • D3ads
    • April 17, 2007 at 4:36 PM
    • #24

    Brilliant

  • Psyshokiller
    • April 17, 2007 at 5:03 PM
    • #25

    Indeed, really nice work. It reminds of the "Strombine" level by Lunaran which he released recently.

  • bitmap
    • April 17, 2007 at 9:21 PM
    • #26
    Quote from Bic-B@ll

    from my viewpoint it looks like you made a bunch of random prop models that are pretty generic, and then made a small level with pretty lighting as a showroom for them. my point was that you should tie the two together. don't make custom boxes and shelves, make custom machinery that fits into the level (literally, you can carve out a wall to stick it in there). it enhances the level and make your abilities look more sophisticated than being able to model buckets.

    i don't mean to say you're some crappy photexturer bucket modeler, the level is very nice, it has great atmosphere. i just think you could have shown your skills better.

    yeah.. im gonna have to say no.

    I think it looks awesome, i mean, if he got lots of job offers the piece must be good... which it is.

  • Synthesizer
    • April 18, 2007 at 12:51 AM
    • #27

    Yes, I've certainly never said it was perfect The layout of it is certainly the weakest part.

    It has certainly filled it's use for me though, the rent money was running out, I needed a job, and this got me one. Onward and upward I'll certainly keep all this stuff in mind for my next project.

  • Grinwhrl
    • April 18, 2007 at 12:54 AM
    • #28

    where you working?

  • Zeta
    • April 18, 2007 at 1:45 AM
    • #29

    I like it a lot

  • Synthesizer
    • April 18, 2007 at 9:29 PM
    • #30

    Thanks Zete.

    I got a job at Grin, as an env. artist.

  • ReNo
    • April 18, 2007 at 10:09 PM
    • #31

    Oooh another Grinster - congratulations man, hope you enjoy it

  • Minos
    • April 27, 2007 at 4:33 PM
    • #32

    I want a job at grin too

    I remember seeing that at cgtalk, awesome assets.

  • Section_Ei8ht
    • April 30, 2007 at 12:45 AM
    • #33

    Holy crap! nice!

  • mabufo
    • April 30, 2007 at 3:01 AM
    • #34

    Man, I should do some of these portfolio scenes...

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