I'm guessing that's how you did the bricks on dirt in Corse? My only gripe with that is that the bricks look like they're floating rather than "in" the grass. Looks like it works very well with snow though.
Posts by SnipaMasta
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Flip the UV's on every other window to get some variation there, at least.
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I love Unreal lighting. It looks so awesome. I'd test it out ingame, but I don't have UT2004. Graphics-wise though, it looks fantastic.
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I think that more detail could help - a lot of things such as fences are just blocks with wood textures which looks very 2004-like.
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I wish they'd give it up with that series. How many are they going to make?

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Another thing would be shadows. There'd be no character/object shadows. They should really work that into the Source engine (as in, static props accepting shadows).
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Looks very cool, although the small wall next to the foor looks too thick (and that archway is massive).
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It can save UV space.
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They are still used in games, it's hardly efficient to have a huge street with individually modelled windows

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I'd say leave them as they are, I think that too much could ruin it. Or if you are going to increase it, only do it slightly.
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The gemoetry looks brilliant, but the lighting lets it down. It's very bland and monotone, alter the pitch so that one of the sides casts a shadow or something to break the lighting up.
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When you jump/fall off the edge, you can clearly see the bottom of the level which is a bit of a problem. Not sure how you could fix that, except perhaps fog covering the player's view when they fall down there.
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Game-artist.net competition (UT2004-styled weapons):
[Blocked Image: http://img432.imageshack.us/img432/1944/riflefinvk3.jpg]
1573 polys. As you can see, the handle isn't really seen ingame, so the horrendous stretching isn't worth fixing.
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Quote from Tequila
Well, it is his fault, because he made them.
However I think the trees work wonderfully. There's something about how lush and green they are, it just flicks the right switches in my brain.
No, I mean, they aren't lighted properly. I think this is a problem with Source's lighting - although I could be wrong.
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Is that a HL1 map, or HL2? If it's HL2. it needs to be smoother.
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The trees stand out a bit, but that's not your fault. Awesome work.
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