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ginsengavenger

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Posts posted by ginsengavenger

  1. i think that what skdr originally meant about the broken walls was that you can use terrain displacements along those broken edges to give it a rougher, less regular, more broken look without having to make custom prop models or fit in existing ones. not a perfect solution but it might be better than what you've got.

  2. many cameras have a setting to leave the shutter open longer and use a lower-powered flash. it's often called a slow flash. since the scene was so dark only the lights showed up well during the open-shutter period and then the flash snapped the foreground into place.

  3. nice stuff, i dig it. but the last one is particularly...... phallic... don'tcha think? ;)

    *edi: i particularly like the mushroom-lily-river-hut thing (second up). the only thing about it is that its function as a living space is really not obvious--i think if you added some sort of windows to the sides of it the premise would be much more apparent. i'm guessing you don't want to open up the whole thing for poly concerns but you'd do well to add some sort of organic frames and sills and 'shutters', more clearly than the sort of rectum things that are on the back of it now.

    i don't know if you were planning to but if you're making lots of these in an area then definitely make several variations of each of these dwellings, pushing around around the vertices and making differences in scale (don't even bother rearranging the UVs if you don't have to).

  4. yeah i know, i know. i was very intentionally staying away from the morningdew thing, didn't want any of it. it wasn't til the very end that i ripped out all the lighting and relit it because the map was really crying for that extra kick. anyway i understand but the map is definitely better for it :) i didn't make the decision lightly.

    and yesss, moremoremore skiesskiesskies

  5. heyuh, mapcore was down when i went around with this thing last time :/

    but i'm sure most of you haven't seen it yet and i'd like to get your input before i release a final so here goes:

    Download:

    http://ginneh.home.comcast.net/dm_zeta_prefinal.zip

    Screenshots:

    dm_zeta_prefinal01.jpg

    dm_zeta_prefinal02.jpg

    dm_zeta_prefinal03.jpg

    dm_zeta_prefinal04.jpg

    dm_zeta_prefinal05.jpg

    dm_zeta_prefinal06.jpg

    dm_zeta_prefinal07.jpg

    i've already ripped out and rebuilt this curvy track thing here because it made no sense but i like the composition so i didn't take a new screenshot ;P

    there is now a turnaround thing under the traincar and a doorway in the big wall next to it.

    dm_zeta_prefinal08.jpg

    dm_zeta_prefinal09.jpg

    dm_zeta_prefinal10.jpg

    dm_zeta_prefinal11.jpg

    dm_zeta_prefinal12.jpg

    i recognize the interior is especially quite lacking, i've been improving it but i just feel kind of bleh about this map now.

    the prefinal represents about five or six weeks of work.

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