⌐■_■ Posted May 16, 2006 Report Posted May 16, 2006 yeah, looks really really good. Very atmospheric! Like sharp said: lighting could be improved a bit. Quote
mike-0 Posted May 17, 2006 Report Posted May 17, 2006 I think the lighting is awesome! very moody Quote
nooba Posted May 17, 2006 Report Posted May 17, 2006 Thanks all Btw, where is this located? Anywhere specific? Nowhere specific, it is just a fictitious village somewhere in France.. Seems like a cool start, i really like the look of the second screen with the wall on the left, you should add some buildings behind it, high enough for mgs or sniper to cover the bridge I will be adding some buildings behind the wall. The bridge is the Allies spawnpoint But, I will experiment with your suggestion Again, thanks Quote
Meotwister Posted May 18, 2006 Report Posted May 18, 2006 looking pretty good. . . kinda vast and open/desolate. You could throw some more stuff in there to make it not seem so empty. Seems really cool. Need to work on the fog. Quote
dc-mike Posted May 18, 2006 Report Posted May 18, 2006 @ neotic Outside needs the most work imo, windows to the buildings and breaking up the texturing of that gray/yellow building in the background would be a good start i think.. The area outside the mainbuilding(?) is much to open, for that ground texture atleast... Maybe add some small buildings for security or something? Also needs some props... lightpoles, electricity thingies (cant remember what they're called) perhaps? As for the inside theres not much of it in the pics, but from what i can see you should try it out with less natural light and slightly yellower light from the fixtures as there arent any windows that i can see which would let the natural light in. Also, build cubemaps, doesn't look like you have judging by the couch inside. Quote
neotic Posted May 18, 2006 Report Posted May 18, 2006 Thanks alot guys, been dying for feed back. The killer part is that, its based off a real building that is quite vast and desolate. I mean, its primarily an inside map, what you see outside is entirely limited by that fense. I agree, more props would be good but I guess I'm scared of killing video cards! heh. If it weren't a real place or the guy that I'm making it for allowed me to fudge more extreme stuff this would be a lot easier hehe. dc-mike: I'll try that with the fixtures, and yeah, that couch needs a closer cube map for sure - surprised I missed that. /thanks. Quote
Zacker Posted May 18, 2006 Report Posted May 18, 2006 You can improve the transition between fog and sky a lot in the first picture. Take a look at the buildings in the background, you will never see anything like this. Quote
Grinwhrl Posted May 18, 2006 Report Posted May 18, 2006 I would have to say work on making the lighting better and the fog distance. Go with a bright sky and a hot beating sun. It should reflect the white on the building better and give it a shaprer look then how faded it looks now. Also since you are captureing a realstic place and theme there isn't much more you can do about the space. This is why when making maps don't try to go to realisitc becuase it becomes boring but in your case this is a project for school right? Add a few metal tables on the side of the walls in the first show to give more dpeth. Maybe even put some upside down chairs on them to. Quote
IR Posted May 21, 2006 Report Posted May 21, 2006 nother screen did some adjustments to the "main" field for some better vis blocking and an extra route for both teams through the building, each team has a "balcony" overlooking the field Quote
Polaris Posted May 21, 2006 Report Posted May 21, 2006 Its looks good, but what exactly are those two lumps? Quote
TomWithTheWeather Posted May 21, 2006 Report Posted May 21, 2006 Its looks good, but what exactly are those two lumps? Vis blockers? or maybe boobs. I think they are boobs. Quote
Tequila Posted May 21, 2006 Report Posted May 21, 2006 Boobs containing MG42s to stop spawn-camping/for hilarious purposes. Or mounds of hay. You choose. Quote
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