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Posted

one thing you can do is clip the corners off on a 4 unit grid. Just slize a 45 cut in them. Watch out for leaks but it will soften up the corners some.

Thank you very much for the help.

Yes it looks blocky, but i tried to make it looking real..

Well, i will fix this problem, i need to build the inside area too.

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Posted

in life NOTHING save maybe a diamond razor has a straight edge. EVERYTHING is bevelled to some degree. So when buildings noticably come to sharp corners it detracts from the aesthetics. Desaturate your colors or choose another color pallete.

Posted

First of all i changed the sky, i belived that the red one is too dark.

I changed the buildigs and added a couple of new one.

I decided to stay with maximum 3 colours, so the map is yellow-white now.

I really don't know if this looks better then previus screenshots you seen before.

Hm.. Right now it's hard to make a decission of what is coming next and gonnna happen with the map. But i'm working on it, tweaking the lighting.

update1.

Running on the high quality settings and the best resolution (LCD 1280x1024)

dmfactory00019fl.jpg

Edited* removed some screenshots.

Posted

Needs better textures, the ones you're using are horribly generic. Everything on the buildings is just a grey blob. Sort your lighting out, at present it's horribly over saturated in the places where you're using coloured lights. Utilise more trim textures, especially on things like the edges of roofs, at present it's just another grey texture.

Posted

The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.

Posted

The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.

Heh, right von Ferret. I agree with you this time..

I need to lose the ultra saturated yellow lights and make them darker, or turn them off. But not the lights in the tunnels because they are important, ordinary.

Yeah the other sky was a lot better for the environment. I will try many skies this time. Sometimes i think it makes it ugly with the red sky but it doesn't. I can't wait more coming help from you, you bring so nice ideas

:wink: heh.

Before i start to work with the inside area of the building i need to finnish the outside area completly.

Thank you.

Posted

I see no real difference except for higher res pictures, which doesn't count shit in my opinion.

Its still block, it still got textures that are scaled UP..

Do something about that, then post screens.

Posted

I think the design of the building looks fine, but the lighting really needs work. Do you have a leak or something? It looks like RAD is only running direct lighting judging by the harsh shadows all over the place. If there is no leak, make sure you are using a reasonable number of bounces in RAD - try between 3 and 8 I guess. Looking at the spotlights along the left most wall in the first shot, it looks like you have them much too weak and focused - let the angles be a bit wider as at the moment they only effect a tiny spot on the ground, which makes them seem pointless. As others have said, the yellow lights NEED to go or at least be toned down in saturation - at present they are a horrible, stand out colour and yet seemingly have no effect on the surrounding brushwork. The yellow strip lights in the tunnel give off much too yellow a light for the colour of the strip. You should try and keep colours subtle for the most part.

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