Pampers Posted March 27, 2008 Report Posted March 27, 2008 you need more colour coordination girl, the textures are all nice and stuff but the colours don't really match Quote
m8nkey Posted March 29, 2008 Author Report Posted March 29, 2008 you need more colour coordination girl, the textures are all nice and stuff but the colours don't really match Even if you're right that's some pretty shit feedback. From a technical or design standpoint why exactly don't they match? I can easily change the base colours of any texture if it is necessary. I actually put a lot of effort into the colour. The scheme is primarily monochromatic, using different shades of the same base red. The luminated blue material is used to draw the players eye to key areas like room access points. The picture frame and wall lighting fixture are supposed to be brass but need a lot of work. I'm going to make a few more props using a brass material too. Quote
Meotwister Posted March 29, 2008 Report Posted March 29, 2008 He may be right though.. the colors do seem a bit noncohesive as a full together color scheme. It may be that the walls have a more desaturated pinkish flow and the floor is more saturated and doesnt quite match. I tried to find a good example on google.. none were very good.. but usually the colors work for each other overall. I think some of the problem will go away when ya add in more props/brushwork into the rooms as well. A nice start to the theatre. Quote
-HP- Posted March 29, 2008 Report Posted March 29, 2008 Somehow, those shots makes me remenber one of the levels from Blood Money. I could'nt find a better screenshot, so here it is: http://img.hexus.net/v2/gaming/screensh ... _large.jpg Maybe you should take a look at that level. Plus, yelows works really nice with redish colors, as you can see. Quote
Schmung Posted March 29, 2008 Report Posted March 29, 2008 I think it's the floor that's not working out too well. The green isn't working too well and the red in the centre isn't really working either IMO. I think it's because it's a really busy texture and that it's so light. Maybe use a variant of the green in the middle and put some spec on the existing stuff? I think the busy texture actually works in the theatre area, but that you need to play around with your lighting in there a bit. It's pretty bland at present. What about dimming it a bit and using trim lighting on the floor and stairs? Quote
m8nkey Posted March 31, 2008 Author Report Posted March 31, 2008 Thanks for the feedback guys, it's been really useful. Pampers/Meotwister: You were right, I think the reds I'm using now are hopefully more complimentary. HP: Awesome game and I remember that level. I'm using stereotypical colours for a theatre but want it to look more modern than classical. Your reference really helped me with a colour scheme though. Schmung: Green? There is no green in any of the pics. If you're talking about the luminated blue strips I'm considering changing them to a warm gold colour or a different contrasting colour. I think that colour will change. I've added a lot of colour variation to the base colours of the textures. They don't look as flat and I think they look a bit more realistic. The golden trim on the wallpaper has a specular effect which looks pretty good in game. I also changed the light colour for the wall fixture to a warm golden brown. The ceiling in the foyer looks like shit. I don't want to put in a skylight but I'm prepared to model ceiling props, not sure what though. Quote
Meotwister Posted March 31, 2008 Report Posted March 31, 2008 colors are like 5000% better. Now throw some custom theatre props in there! Quote
m8nkey Posted March 31, 2008 Author Report Posted March 31, 2008 colors are like 5000% better. Now throw some custom theatre props in there! Thanks . Plenty of props on the way. kan3 is working on a bathroom set at the moment. I'm still finishing off the world geometry and textures before getting stuck into prop modelling myself. Quote
RA7 Posted March 31, 2008 Report Posted March 31, 2008 SWEEEEEETTTT!!!!, bringsback Duke Memories Quote
Freak Posted March 31, 2008 Report Posted March 31, 2008 the blue stairs stand out, that looks cool and it makes it a bit easier to find a way out I like youre work, keep it up! Quote
-HP- Posted March 31, 2008 Report Posted March 31, 2008 Yes, much better man! Those rooms, although, are starting to scream to be filled in with props! They look very BSP'ish so far... if you know what I mean! :roll: Keep up the good work! Quote
Minos Posted March 31, 2008 Report Posted March 31, 2008 Nice, I like this color scheme better. you could also add specular maps to your wallpaper textures, to make the patterns stand out more. Something like this: http://www.uploadhouse.com/fileuploads/ ... 598682.jpg Quote
m8nkey Posted April 3, 2008 Author Report Posted April 3, 2008 Thanks for the tip Minos. Tried a spec effect on the wallpaper but it didn't pay off. The floor and all the brass areas already have subtle specular effects so there's already a lot of shiny stuff. Today I finished the last of the major world geometry. Time to go through the entire map and detail it. Here's an ingame pic of a spiral staircase I recently modeled and textured. The collision model comprises of many parts due to the stairs and railing. I probably should of added a support structure underneath each stair but there's so much other stuff I need to do, dunno if I'll get around to it. *edit: There's still plenty of prime space for mod advertising in the level by means of billboards, posters and destuctable 3d cardboard cutouts. Provide me with high res concept art, logos etc if you're interested. Quote
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