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Dejavo

de_bruises pimpage and accountability thread

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That last shot could use some changes in height. That building looks very uniform and unappealing. If you added something to break the even height on the roof it would help a lot.

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The outside lighting in the first shot is really good, but it seems the other shots don't follow suit on that. As for props, the street in the first shot looks proper now, now you just have to make the building to the right (with the columns and stairs) match that.

 

IMO working on indoor lighting and the general prop/moodification of the level is what is necessary, but it's a good start.

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I like the increased contrast in t-spawn, but I think you should tone the dust motes back down. IMHO motes should just be a background detail that the player doesn't even realize are there most of the time.

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In order for your lighting to pop you need to work in a third main light color. Three main colors (two primary, usually blorange + a scarcely used wild card) is the most satisfying way to light scenes like that corridor.

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