RA7 Posted December 14, 2005 Report Posted December 14, 2005 U need different heights of buildings, it looks "flat" now. Quote
Schmung Posted December 14, 2005 Report Posted December 14, 2005 It just seems so bland and small for HL2. Evereything so far has been expansive or if it's small, very detailed. This looks like HL1 with better textures and HDR. Aside from hte fancy shaders and high res, theres nothing there that tells me it's next gen. Where's the detail? Why is everything so obviously tight and enclosed? Quote
von*ferret Posted December 15, 2005 Report Posted December 15, 2005 hl2 is not next gen lol anyways i really suggest you try what i told you about removing all the textures. Quote
ReNo Posted December 15, 2005 Report Posted December 15, 2005 Bah, most people seem to use "next-gen" when they mean "current-gen", you knew what he meant New shots are showing a lot of improvement if you ask me, with far more interesting building architecture. Keep it up Quote
Tequila Posted December 15, 2005 Report Posted December 15, 2005 'Next-gen' is like 'tomorrow' - always on the horizon, never attainable. Quote
SonicDM Posted December 15, 2005 Author Report Posted December 15, 2005 Thanks for all the crits and ideas so far im still not very good at all this. this is the closest to final anything i have done has gotten so /me crosses fingers Quote
kleinluka Posted December 15, 2005 Report Posted December 15, 2005 the difference between Source and what people call "next gen" really isn't that big..... as for the map....your HDR is way overkill...if theres a way to control the brightness and contrast of that you should tone it down.. Quote
zaphod Posted December 15, 2005 Report Posted December 15, 2005 This bridge dosen't work. The texture dosen't work with the structure of the bridge. It dosen't seem like you could build something like that out of concrete. the wall of this building is too plain, everything is too horizontal. There needs to be some pipes or architecture thats vertical to break it up. Put some concrete around the door, and dress it up with a railing or something - the light above is a good start. Maybe some signage. Doors don't ever usually open up right to grass / dirt. The arched opening for the truck does not work, it's in stark contrast to the way the wall texture flows. create some accent geometry that follow the arch to cover the sheer dropoff, or make it a square opening with a rolly door or something. same thing on this arch, horizontal textures just don't drop off to form the top of an arch. the gray in this section is overwhelming. The duplicate texture and geometry on either side off the walkway is too much here. Also the texture you use for the trim on the side of the walk does not seam up the the edges of the geometry. As someone mentioned, the line from the tops of the buildings to the sky could use some spicing up. this shot is great, there is enough going on to seem interesting to the eye. The wall on the left needs some vertical details. put in a walkway or paint in a blend texture to signify a walkway here the lighting here is sex. add some props on the floor. sexy wall. make all your walls this interesting. props are lookin good, add something on the cieling for those light wires to hook into, another metal bar or some decals maybe. *fap* this is your best shot in terms of the line between structure and sky being interesting. Lots of interesting angles. Add some concrete around the door and a walkway / path blend to the grass Quote
SonicDM Posted December 15, 2005 Author Report Posted December 15, 2005 wow. looks like i have to get workin. thats a whole lot of useful commentary~ Quote
Schmung Posted December 15, 2005 Report Posted December 15, 2005 With the last but one image there I think some metal grating slightly recesssed into the floor might look cool. Possibly some sort of hatch in the ceiling as well. Make it look like a cargo elevator or something. LAyout permitting of course. Quote
SonicDM Posted December 15, 2005 Author Report Posted December 15, 2005 sorry for the small picture size but im on a lower res monitor right now :/ Here is an Overview: Paths And Such: Bridge Retexture: im not really satisfied with it yet but i think wood is the only alternative. Quote
von*ferret Posted December 15, 2005 Report Posted December 15, 2005 make your walls cleaner. Lik ei see 1.5 repeating of the textures. Make it so the textures fit the walls verticaly. Than add smaller buildings on a 2nd level for vertical depth. Also it looks more convincing as a tmeple than an industrial park. So I'd push towards a temple. Quote
zaphod Posted December 15, 2005 Report Posted December 15, 2005 already looking better sonic. I would suggest using a blend texture to smooth the transisiton from walkway to grass, it's a bit harsh. Also, the bridge is looking much improved. Quote
SonicDM Posted December 16, 2005 Author Report Posted December 16, 2005 more updates. ya i'm a compile whore :/ No more curved doors and big pointless wall: Bridge and more new fence thing: More Wall Detail and horizon breakup: Quote
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