Skjalg Posted July 20, 2009 Report Posted July 20, 2009 thats kwite rite. so would somebody respond to my map instead of his models... viewtopic.php?f=57&t=1552&st=0&sk=t&sd=a&start=7230#p241635 Your image was so small I hardly noticed it, sorry Using just one color for all your lighting usually looks bad, but you made it look very smooth. But, it could still look better with some complementary colored lighting Quote
Punky Posted July 20, 2009 Report Posted July 20, 2009 thats kwite rite. so would somebody respond to my map instead of his models... viewtopic.php?f=57&t=1552&st=0&sk=t&sd=a&start=7230#p241635 I saw your pic, but as Skjalg said it could use some variation in lighting, might want to experiment with some blue lights in there? Quote
ultradr3mer Posted July 20, 2009 Report Posted July 20, 2009 i think it already looks better. i should get used to try multiplecolors first. Quote
popcornjake Posted July 20, 2009 Report Posted July 20, 2009 i think it already looks better. i should get used to try multiplecolors first. That looks real good, with nice custom models, nice lighting and some quality textures. Though whenever I look at it, especially in thumbnail form, I can't help but feel like I'm looking at something dressed in dev textures. I think cleaner, simpler textures and more blue/colour variation more be nicenicenice, still looks good now though. Quote
ultradr3mer Posted July 21, 2009 Report Posted July 21, 2009 why? i mean i has everyhing... its verry colorfull. i tried to ad some curves and i have those chairs. so please explain your point. Quote
Evert Posted July 21, 2009 Report Posted July 21, 2009 I don't like how some parts of it are superdirty, while others are very clean. Also don't like the metal grating floor, add something else that goes with the chairs. Like an old lounche-like carpet or something like that. http://vienna.unlike.net/locations/200080-The-Red-Room (awesome) http://farm4.static.flickr.com/3107/279 ... 3e.jpg?v=0 ..And artificial vegetation together with a futuristic jukebox. Quote
mjens Posted July 21, 2009 Report Posted July 21, 2009 - Floor is a plane - I can see it's made from brushes - Sky is really close to wall - the roof is to thin - it looks like from Quake II - It's more wide than high so it makes a bit not realistic proportions - Add some lamps model (not on texture) and other props like radiators, some items specified to the location (actually it look like a corridor so people should only move there but there's some random placed chairs so... I don't get what it's made for) Quote
penE Posted July 21, 2009 Report Posted July 21, 2009 Good evening, Some new screenshots of Mos Eisley, showing the progress since my last post. The first screenshot shows the interior of the Star Wars Cantina. Please note that this area is still heavy wip, there'll be a lot more details and eyecatchers in the final version: some more screenshots: I'm currently working on bringing more life into the map, particle effects, more traffic in the sky, animated models and things like that. Thats it for the moment ! Quote
Skjalg Posted July 21, 2009 Report Posted July 21, 2009 Looks awesome penE, the ground in the screenshot could benefit from a higher lightmap value so the shadows under those pipe parts (?) look better. Quote
penE Posted July 21, 2009 Report Posted July 21, 2009 upps, why did I post my screenshots again , must have hit the wrong button .. Quote
KungFuSquirrel Posted July 21, 2009 Report Posted July 21, 2009 Hit quote instead of edit, I'd assume Quote
penE Posted July 21, 2009 Report Posted July 21, 2009 Hit quote instead of edit, I'd assume yup Quote
AlexM Posted July 28, 2009 Report Posted July 28, 2009 been redoing a lot of content on my maps. We stopped mounting the CSS GCF so I had to remake a lot of props and textures. Anyways in these shots the main changes are teh new props, materials and the new skybox I did with max/vray. The HDR effect comes out much better when rendered then when I did it previously with HDRshop and painted exposure in photoshop. That said there's still some bugs and ugliness in the skybox (opacity has those ugly lines around the edges of the geometry etc. Anyways here's what I have so far. Quote
Minos Posted July 28, 2009 Report Posted July 28, 2009 Use simple geometry for the 3d skybox buildings and it will look a lot better!! Check Left 4 Dead maps for inspiration, they are pretty good at this. I also think you could use a lower pitch for the light_environment to have it cast more interesting shadows. Quote
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