Hipshot Posted November 27, 2014 Report Posted November 27, 2014 The only thing that I've been thinking about here, is that there aren't any strong light sources, the light feels very flat and grey (because of the grey textures). I always assumed this was before you got to do any lightpass though? I usually do this with sunlight, if I have a sky, but you might not have that?
Flipout Posted November 27, 2014 Author Report Posted November 27, 2014 I have a lot of lights with high values. That's probably what's washing everything out. I'll start reducing them and see if that helps.
Thurnip Posted November 28, 2014 Report Posted November 28, 2014 (edited) All the tex looks very sharp are you using only custom? or some stock textures as being used? Edited November 28, 2014 by Thurnip
Conrad Justin Posted November 30, 2014 Report Posted November 30, 2014 The map currently looks epic but is very grey and confusing (complexity). Z(Rus) in his map defined environment by using colored lights. You used decal textures and other techniques to navigate player but some corridors look the same, they are narrow and create a maze. It's awesome when you get to the main logo room or to the "outside" area, but connections are extremly narrow and bewildering. Amazing detail work and style! I know its a detail but I saw some plants floating just above the ground Flipout and FMPONE 2
Flipout Posted November 30, 2014 Author Report Posted November 30, 2014 Here's my latest build https://www.dropbox.com/s/m2yur426lujw5ji/q3gwdm2.pk3?dl=0 reworked the lighting. There's still a few spots that needs work. I guess it's bright enough? I swapped out the bridge by the q3 logo with a jumppad and added some more details to the outside areas and some of the hallways. FMPONE 1
FMPONE Posted December 2, 2014 Report Posted December 2, 2014 I think you've got a great base here, but one problem I have is the lighting again. It's very white and desaturated, with a lot of little pinlights everywhere. This creates tons of opportunities to use second and third colors in areas to create some much more interesting contrasts and scenes. Ideally, scenes will have two primary colors, and then the little white lights can tie different areas together as being one of your consistent motifs, but right now I just feel the map has no identity on the lighting side of things because it tends to be white with a few other random colors, but none of them carrying a lot of emotional weight for me. With that said, I still love what you've put together here. I just hope you continue to put some finishing touches on it ^^ Sprony and Flipout 2
Flipout Posted December 3, 2014 Author Report Posted December 3, 2014 Thanks a lot for the feedback. I really appreciate it . I'm going to try my best to do more work on the lights don't have a whole lot of time left. I really can't work on it tomorrow so I'll have to finish it tonight.
Flipout Posted December 3, 2014 Author Report Posted December 3, 2014 (edited) Here's the final version https://www.dropbox.com/s/vkkrb4ipoid008r/q3gwdm2.zip?dl=0 had a lot of fun working on this map. Except for the leg cramps from sitting to long. :-) Edited December 3, 2014 by Flipout Sprony, fKd and pat h 3
phantazm11 Posted December 4, 2014 Report Posted December 4, 2014 Very impressive map Flipout I've been wanting to check it out for so long--glad I finally had a chance. I actually didn't play a match on this because I was too busy looking around at all of the cool architecture. You really have a great sense of space and you use all of it well. Now I just need to get off my butt and learn how to UV map Flipout 1
Recommended Posts