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WIP in WIP, post your level screenshots!


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Posted

It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.

 

RHvqCoQ.jpg

 

L6mmd8J.jpg

Posted

Honestly the metal walls were way better than the rock

 

(your last post in wips)

 

But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks

 

I post this to get honesty so thank you. Regarding the metal walls. I got a lot of comments about it being repetitive so I figured throwing a little rock at it would break that up. Your feedback is noted. 

Posted

Booooring rocks - both brushes and textures. You need to make some edges to get some lighting diversity. The texture is a bit like handmade mud ball. Q1 textures had more "content", there was no bump or AO, it was a flat brush so LD should get most of it with diffuse and brush variations. I think you can stay with the rocks but make it more bad-ass, not just rocks on part of the building, you can add some nice detail that holds the stones on the top. That's a little story you can include, in Q3 nobody will tell you "no way, it's  unreliable" but if you'll make something actually reliable then you'll hear "ok, that's ace!" :) Get some inspirations and references, make it less isolated, make a nice composition of the rocks, make it unusual! :) 

Pipes in rocks - no-way :>

Maybe it will be too much but that room is what about? I know it's a Q3 level but what's the story of the room. You need to get the main idea of actually everything. I guess it's a teleport room so let's say "the room is about the teleport stuff", how about emphasizing it instead of making everything on the same level (without the dominant).

 

I'll make you an overpaint :P

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