yubnub Posted March 29, 2008 Report Posted March 29, 2008 Are those grey-ish looking textures everywhere just a temporary placement? If not, then I would suggest changing them to something with a little bit more detail. Try to get a bit more colour into the scene that fit together nicely. Don't put too much brown/grey in there though, as that tends to get overused a lot. thanks for the comment. There is detail on the grey textures (apart from on the columns) but the screenshot does not really pick this out so perhaps i need to beef it up some. Hopefully when its lit better it will be less mononchrome then at the moment Quote
Sindwiller Posted March 29, 2008 Report Posted March 29, 2008 Zombie: The lighting could receive a tad more contrast, looking nice nonetheless Quote
DELTATHUND3R Posted March 29, 2008 Report Posted March 29, 2008 Looks good atm.One thing is the Pillars are they staying that texture or are you changing.Too me it seems alittle too clean compared too the rest of what you have showed us.Maybe crack those puppies up abit . Quote
Nurb Posted March 31, 2008 Report Posted March 31, 2008 Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome *picture* Inspired by the roman atrium? I like it (nut for architecture history >_<) Quote
Sindwiller Posted March 31, 2008 Report Posted March 31, 2008 Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome *picture* Inspired by the roman atrium? I like it (nut for architecture history >_<) With an impluvium. Quote
yubnub Posted March 31, 2008 Report Posted March 31, 2008 Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome *picture* Inspired by the roman atrium? I like it (nut for architecture history >_<) I was going for a Renaissance feel more so then Roman but the two are close enough @sindwiller No proper impluvium but it does have a small pond Quote
Albatros Posted April 2, 2008 Report Posted April 2, 2008 Hey guys, this has been haunting me since the day I came back from my holidays (sunday), so I started it (monday) and I find myself making some progress on it. Somehow, this one has the "right" feeling to it... not to mention the 28 custom textures I made right after my return. Right now it's still missing tons of stuff (expectable for a 30-hour-old), e.g. a church in front of the mountain facing the sea, terraced gardens (on the left seen from the second picture) and the rest of the town. Right now it's just the port you can see. Hm... release it for DoD? CS? Something completely different? Quote
Freak Posted April 2, 2008 Report Posted April 2, 2008 I´m currently working on a (fun)remake of cod1´s Farm map, absolutely everything is wip Quote
Minos Posted April 3, 2008 Report Posted April 3, 2008 Looks like a nice start but get rid of the graveyard, every HL2 map has one nowadays. Quote
Marcos Posted April 3, 2008 Author Report Posted April 3, 2008 You continue to impress [AoS]Albatros! Only thing i noticed right away was the palm trees with the summit in the background. Looks abit out of place hmm. Maybe if the summit was more green/brown and not that snowy? Quote
Ginger Lord Posted April 3, 2008 Report Posted April 3, 2008 Looks good but the left hand walls normal map looks a bit too strong. Quote
Thrik Posted April 4, 2008 Report Posted April 4, 2008 It's nice Albatros, but the lighting does need a bit of work. It might seem all well and good having HDR like that at first, but when you think about it, have you ever seen lighting that's so insanely bright and makes the walls look like they're on fire? Or lighting that makes the snow on a mountain seem like it's as bright as the sun? HDR is a great tool, but people try to use it too obviously. Subtlety is the key to making good use of it. Quote
m8nkey Posted April 4, 2008 Report Posted April 4, 2008 It's nice Albatros, but the lighting does need a bit of work. It might seem all well and good having HDR like that at first, but when you think about it, have you ever seen lighting that's so insanely bright and makes the walls look like they're on fire? Or lighting that makes the snow on a mountain seem like it's as bright as the sun? HDR is a great tool, but people try to use it too obviously. Subtlety is the key to making good use of it. I learnt to never use anything near pure white in textures, HDR goes nuts when you do. Making the colours slightly darker removes the exagerated bloom. Quote
Campaignjunkie Posted April 5, 2008 Report Posted April 5, 2008 Cool stuff floating around in this thread. Albatros: I agree about the normal maps being too strong. In general, I think you're trying to cram too much surface detail on everything; it's all busy, all noisy, all competing for my attention. I like where you're going with it though, it'll be a wonderfully distinct DoD map. Anyway, here's a small personal singleplayer project I'm working on: You're in this guy's brain and you're exploring his memories; each Grecian urn is a part of a story / memory. It's kind of a Psychonauts-style abstraction in that respect. Not much to look at yet, as I'm trying to prototype the gameplay first (for a change!) but I felt like I should be lurking less and posting more often. Quote
PaulH Posted April 5, 2008 Report Posted April 5, 2008 Some work i just did over the past few days...it's the New York City library being affected by global warming and rising water levels (it's for the map battle over at Interlopers) Messed with color correction too Quote
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