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El Paso [Outlaws&Lawmen] (updated 17 jan)


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Posted

Hey Wesley, I love it, that wagon would be a nice contribution, thx a lot. Such models are always welcomed, in fact we would need some steam locomotive too, hehe.

O&L is facing some problems (too many inactive positions...) but that won't stop us :)

Thx Defrag, there will be more updates soon ;)

  • 4 weeks later...
Posted

I've been testing HDR and that's shiny! :-D Need to tweak lighting once this level progress a little more.

Well, a new building is near to be completed, this is the saloon from For a few dollars more:

th_12055_elpaso_a120010_122_526lo.jpgth_12061_elpaso_a120011_122_514lo.jpgth_12067_elpaso_a120012_122_328lo.jpgth_12073_elpaso_a120013_122_317lo.jpg

Everything except some furniture (wheel lamp, piano, chair and table) was made by me. The plant is from cs_office, btw...

Posted

that piano needs a stool ;)

Like the saloon overall it needs to be filled up a bit more cause its empty right now.

lol when i first saw that you were doing a saloon I immediately thought of the poon saloon. :shock:

:P

great stuff man.

Posted

I'd not call it empty, but yes, there could be more props. There are glass bottles that can't be seen because of agressive fade distance. I'll add a spitton and a sofa later, and pictures with the real buildings from the movies.

Posted

These shots look really fresh and original, and I like the architecture a lot. The materials fit very well with the architecture. The outside looks amazing.

But... there's a lot of brown. Maybe this is what you're going for, but you might consider at least trying some other art directions.

A big part of this might be that all your wood is similar in tone, and it's all very "chocolaty" - I think the color is maybe a bit too dark and rich considering the setting. This is highlighted by the fact that the modeled props and furniture have a more natural and brighter color, which makes them all look slightly out of place in my opinion. If you are attached to this color, consider making it look like it's been stained that shade, in which case it would be shiny and maybe even darker. Don't do this too the floor though (again, would make the furniture look out of place) - maybe just to the trim or something, especially on upper floors. Otherwise, I'd consider making some of it grayer (for a weathered look) or lighter (for a "just built" look). In either case, it might give more variety to some of your hall shots.

You also might stain the floor of the saloon - even more so than the walls, it suffers from a general "wow, there's a lot of brown there without much distinction." In fact... if you just saturated that texture and added a steeper normal map so the boards are clearer, I think it would set off the walls more and add depth to the scene.

On the (presumably) second story, I would try getting rid of some ambiance and focus on making it clearer what the light sources are. There's nothing bright about these hallways, so light shouldn't be bouncing around enough to make it so diffuse. I think the ceiling texture there might be a good candidate for a stronger normal map too - combined with more clear-cut lighting, it might look really cool.

Obviously I wouldn't make these changes without more feedback on the issue, and ultimately it's up to your taste. Just some thoughts.

Posted

I'd not call it empty, but yes, there could be more props. There are glass bottles that can't be seen because of agressive fade distance. I'll add a spitton and a sofa later, and pictures with the real buildings from the movies.

I shoulda said 'a bit empty' because you're right its not completely empty. Are you going to keep that aggressive fade distance for those props mentioned or is it just for these wip compiles?

Phew this'll look nice though with all the cool props you can do for this setting.

Can't wait :D

Posted

Thx for your feedback BlueCoatKarma, I agree on most points. There is a lot of brown color, that's a direction imposed by the movie set used as reference. However, maybe I didn't managed it too well. The part I'd like to change is the floor, that's a material from HL2 and it doesn't look like it should. It should be clearer because of the dust, a bit more aged, no reflective, and completely different planks. That would benefit the overall scene IMO. Second story could mantain the same floor texture to differentiate both areas. I'll try to make that floor texture.

I shoulda said 'a bit empty' because you're right its not completely empty. Are you going to keep that aggressive fade distance for those props mentioned or is it just for these wip compiles?

Phew this'll look nice though with all the cool props you can do for this setting.

There are more than 15 different props inside the saloon :D That fade distance is there to prevent possible bad in-game performance, because there are around 20 bottles. I could model a lot of props, it's just a matter of time and do not forget this is a multiplayer level, I shouldn't saturate it.

Posted

Ah I didnt know it was a mp map doh!

as for the empty comment that was that saloon shot from before the one with the piano and the hall shot, There was pretty much nothing in the hallway except that grandfather clock (nice btw).

The saloon bar area probably seemed empty to me because theres no STOOL!! :P

so good schtuff man. :cool:

Posted

I'll see what can be done with the hallway :wink: . The stool is a big problem because I'm against props that cannot be used several times, even if they take me 15 minutes :D . No, I just want to avoid to many props on the floor.

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