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Posted

All though it isn't ready for download as of yet, DM_Marden is complete. I have some optimization things to do, but other then that I'm ready to call it complete. I hope to have it up for download before the New Years.

Here are the final shots:

marden15bx4.jpg

marden14yl2.jpg

marden13st9.jpg

marden12xn8.jpg

marden11jl4.jpg

marden10qd8.jpg

marden9gj1.jpg

marden8it2.jpg

marden7mx5.jpg

marden6gm5.jpg

marden2nu3.jpg

marden5zv3.jpg

That's it! I learned a lot during this process and just want to say thanks to everyone who helped me out and gave me suggestions. I look forward to killing people in this map very soon! :D

Posted

Personally, I'm not too hot about it. The brushwork is great, but the texture-work and lighting is sub-par. The symbols, while looking quite lavish and attractive, stick out way too much and don't fit in with the rest of the artwork (namely the murals). It also feels WAY too empty. More foliage, more props, and so forth. As far as I can tell, you do not have any normal maps which would really bring the architecture out and help emphasize the artistic direction. If you do have normals, then you might want to redo them as they simply don't work.

But honestly, I think I'm not too attracted to it simply due to the fact I dislike the Unreal Tournament style. I'm more for realistic environments rather than stylish architecture, so I'll leave the true judgment to the Unreal-savvy. Also, check out smoothing groups dialog in the face edit dialog box, of which more information can be found here. :wink:

Posted

It looks good, I like the style, but your texturing needs a little work.

critdu5.jpg

#1 : you have a floor texture on your ceiling.. Some stone floor textures can work as a ceiling, but this one doesn't. It has loose dirt between the stones, something you wouldn't see on a ceiling. You are also using the same texture on the floor. If anything I'd use the texture you are using for the walls for the ceiling, without the water damage and ivy and stuff.

#2 and #3.. you have two different stones meeting at a sharp corner, it just doesn't look at all realistic. Try putting a border of stone around all the edges like this one to help transition from one texture to the next.

#3 and #4. again, you have two very differnt textures joining at a sharp corner. I'd use the the same texture you have at #3 on #4 and align them. It'd look much better.

Great brushwork, and I agree about the normals that Markus mentioned.

Posted

I like it but the problem is that theres nothing happening. Its kinda empty and theres no real detail around or some type of important elements, landmarks that kind of stuff. Its just a bunch of stone arches.

HL2 I take?..

Posted

Looks snazzy, great potential! Could be HL1 too though. I agree that it needs more texture variance, normal maps, more detail/props and all that spiffy stuff you can do with source. I think you need to push more from a technical point of view, but I still dig the visual style. The runes are cool!

Posted

You know I love you duder but I aint feelin it.

Got a few words for you make of them what you will:

-Waterfall

-Overgrowth

-Vines

Overall the map is just super simplistic and not too impressive because while your brushwork is solid... its literally just arch brushwork. You need some variety and a theme. You've got hyroglyphic type symbols with Italian mural things... it just feels really incoherent.

Posted

Like it so far.

I think it could look better if the map was ruined. Displaced rubble on the floor, broken arches, more foliage, and an overhead section with trees looming over the top. Statues of some kind, wooden beams in places to break things up, fire lamps, and lots of rock.

FMPONE offers some good suggestions as well. Grass down below, with detail props, leaves, and water could all look good. Some unique land marks would help to distinguish one area from the other.

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