looks sweet
Posts by 2d-chris
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yea but so long as getting to max level is fun what's the harm? I still try quite a few MMO's these days but I am bored of the formulas they use now, all feel like they rolled off the same production line. Planetside 2 is an exception and it's awesome, but I fear lacks a long term end game too.
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just got the witcher 2 - kinda excited!
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getting better, now, remove your lights and re-add them (this can be very freeing to start again building up from blackness), based on where you think light would come from

I would;
1) illuminate upwards from the lava, this will cover quite a big part of your room
2) have the spotlights actually point at something that makes sense, usually they help people navigate, so aim at the walkway entrances or something
3) darken the overall ambient light, and maybe have some sunlight or moonlight shining through the ceiling windows - if the ceiling isnt important dont focus the light on it.
4) add some artistic lights in the floors or ceiling, they don't have to emit much light but will help give depth
look at some reference for how warehouses are usually lit,
[Blocked Image: http://greenelectricalsupply.com/images/reflect-a-bay_warehouse.jpg]
Lighting makes all the difference in the world, for art and game play.
This is a great advise, by mapcores very own http://www.worldofleveldesign.com/categories/wol…nar-jenssen.php
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Quote from Izuno
Haven't...slept in....36...hours. What would ... Shatner ... do?
grats

and he'd prob do as he says here
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if you can make a big box roughly that fills up your room, chances are you've not been very creative with your architecture , sure, in real life it happens all the time, but this kind of scene could use some interesting shapes.
Also, ask yourself where is the lava coming from, whats it there for, is it to melt trash/crates or to make new ones, is it powering geothermal stuff? You don't always need to make sense of everything, but it helps you come up with ideas, and ideas lead to strong themes. If not you'll end up with a room full of crates (which isnt always a bad thing mind you)
if you really want to go crazy, use opposites to your advantage, make some glass windows on the ceiling and have a snow storm outside
then you have a cheesy but wonderful blue and orange lighting setup!here, some basic geometry ideas,
[Blocked Image: http://i48.tinypic.com/8wdq1s.jpg]
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all this cs action has got me in the mood to make a new one, hmmm I wonder, btw - looking nice erratic!
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looks like a promising start
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Instances for dungeons works well IMO, don't like them for the actual zones.
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I suppose you could give actual advise into level design, not the art part, which I don;t do that much of today anyway. I could quite easily in a few hours go over how to design say, a crysis 3 or 2 single player mission and start to block some initial ideas out, pacings, where to leave off before art comes into the mix etc.
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I dunno i'd feel kinda ripoff charging for something like this. if it's a short session anyway. To do anything decent for level design would be insanely complex and time consuming I think, art can be very focused and generalised so would defo work better IMO.
I meant to do such things but without charging, just right now I've just started crunch mode

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looks slick as, grats guys
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51. 8.5 Lawrence of Arabia (1962)
nah this is awesome for me at least

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nice yeah the road looks unnaturally bumpy - I would also define the edge of the road by pumping up those lights, you'd get considerably more light from them, especially in the rain. All this shot is lacking is a little paralleling of depth and lines.
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that's really hot

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yeaaaah nice dude

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dude, you sir, are nailing it BIG time, that's so nice

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fantastic work!
Crytek frankfurt have some environment art positions up, if you're curious take a look
