Jump to content

Recommended Posts

Posted

Sorry Sjoerd, I should have been clearer.

I wasn't suggesting you cut them loose, but a minor reshape would help a lot. After some more thought to it, here's what I'd suggest now:

Make them smaller, and make the ceiling of the cave more curved in and varied, as if there were many other stalagtites possibly forming. The reason for this is that as I look at them, it looks as if someone above tried to nail something through, and failed.

HL2 Ep2 may give you some more examples of what I'm trying to say here, so they just blend better. If you're not going to change the texture, for reasons I perfectly understand, then they can't be interpreted as a different thing than rock, and as such they'd look better if they actually were a part of the cave geologically speaking.

My two cents, worth less than that

  • Replies 38
  • Created
  • Last Reply

Top Posters In This Topic

Posted

PogoP - it is 100 percent modeled, nothing in the entire level is made of BSP. Actually, two cubes are, but they are just meant to block lighting :)

Furyo - I perfectly understand what you mean, but remodeling the whole thing might be too much. I agree that it could look more natural if they were different, but I need to find a way to change that without investing in more time than really needed for such a relatively not so important element. I might make an experiment with a more smooth rounded off stalactite. That would fit the otherwise really smooth rocks better.

Posted

PogoP - it is 100 percent modeled, nothing in the entire level is made of BSP. Actually, two cubes are, but they are just meant to block lighting :)

That's incredible. So presumably you made those textures from scratch then? Or are they Photosourced?

Posted

All textures, normal maps, and materials (including advanced vertex color blend maps and the water) are self made. Most textures are photosourced. Most normal maps were made using Crazybump, but I used Mudbox to really paint a map for the rock manually.

Posted

I love the bridge part (last shot). The only thing I would say is that the texture scale could do with a bit of tweaking. Method mentioned it before - and it's probably me getting used to working with really high resolution stuff for my own project, but the textures in some shots do look a bit oversized/blurry. And if it shows up in small screenshots, it will ingame. Just a bit of scaling is all that's needed.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...