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Posted

So after talking to a few other forum members and taking thier advice, rather then spam the Level design W.I.P. thread with stuff I'm working on, I'll post my own work here for others to comment on and rate.

So far with Source SDK Everything I learned has been self taught, I know compared to most other members my work and ability is novice, I understand that and want to improve my ability, I honestly want to work in the video game industry as a level/concept designer. The best way to improve myself is to have others judge my work and tell me what I need to do and learn to improve, so for now I'll throw these out for judging. Remember good or bad I want your opinoins, if you think my work is shit then say so, if you think I need to learn something that's missing Give me a link or tutroial.

My most recent, part of a mapping contest.

facepunchmappingcontest_scifi000-1.jpg

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facepunchmappingcontest_scifi000-2.jpg

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Old work about 2 months old.

m_openairbath0000.jpg

Even older around 4-5 months ago

lightmapping0002.jpg

Posted

I like the architecture in the outside pool thing.

My advice for that though, do something more intriguing with the lighting and try to use a bigger sized tile texture? Currently the tiles go all blurry because the grout is so close together.

For the first few - they seem a little boring and flat. I don't know if that is just the perspective of the shots or what, but the textures do make that seem very uninteresting. However that being said, I love the rich warm feeling that those textures are giving the room, perhaps try to spice it up a little with some better lighting? Get rid of those horrid fluorescents and pop in some lamps or something. A desk lamp with a nice warm glow would definitely liven the scene up quite a bit. Also the wood beams that run across the roof, that texture looks malaligned, or tiling really poorly.

The outside is sorta cool, If you were to do the lighting real nice and warm inside it would provide a fantastic contrast between the two. I'd perhaps get rid of those satellite dish towers, and maybe work on having the buildings in the background a bit more varied. Not sure how your skills with 3d are, but they would be so much nicer as props rather than brush work.

And I think I have commented on that last shot before.

I hope those comments help, overall coming along nicely :)

Posted

So after talking to a few other forum members and taking thier advice, rather then spam the Level design W.I.P. thread with stuff I'm working on, I'll post my own work here for others to comment on and rate.

Good, good! I hate when people just post on the "wip" thread above, and their work get's lost in a few days/weeks! Those kind of threads should be used for minor and simple works only, not decent levels screenshots like I've seen many of them more than deserving of having It's own thread.

So yeah, like it has been stated you are definitely on the right tracks to become really skilled! I'd love to see more stuff from you.

good luck man

  • 3 weeks later...
Posted

I like the ideas a bit, I'd get rid of the ceiling fluorescents(I find they don't fit the style too well) and rather add some nice bulb lights on the walls, maybe with a direction upwards for some nice lighting, it's a bit bland at the moment. If it gets too dark perhaps add a light in the ceiling along the style of this: 58520%3F1189904523.

Also the bed-niche I find a bit weird, very dark and small in there, I'd make the niche wider to let in some more light(and make some room for people who want to get into the bed from the side), and make it less deep as well, the middle of the room is very empty, I'd use some of that for the bed instead.

At the pool I'd add some lights as well, along the walls. Maybe some cliffs or grass for the backdrop up there, it's a bit empty at the moment. Maybe a nice pattern in red tiles at the bottom of the pool?

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