Author Topic: Random Dev. Shots  (Read 1431723 times)

mooseberry

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Re: Random Dev. Shots
« Reply #2040 on: February 11, 2010, 01:09:04 am »
Oh hello -->

It doesn't look good currently.
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A Spork

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Re: Random Dev. Shots
« Reply #2041 on: February 11, 2010, 04:29:24 am »
Ahhh, there, didn't see that.
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Draeke

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Re: Random Dev. Shots
« Reply #2042 on: February 11, 2010, 03:29:54 pm »
That's coming along well Spork.

- Missing texture to the right - this
- Black brush seam upper left - this

- Maybe add handrails to some walkways - this & this
- Try using a variety of crate textures to make things more interesting - this

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Textured and lit.

Click image for larger version.


amz181

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Re: Random Dev. Shots
« Reply #2043 on: February 11, 2010, 04:35:35 pm »
Am i the only one whos still seeing grey?

The main column, cieling and walkway all look pretty darn good (even though theyre grey). the walls however are monotone, and look bland.

Lighting is executed brilliantly, but some coloured lighting on the walls wouldnt go amiss. (low value lighting)

also, i really want that central column to open up. i dont know why. but at s2/s3 it should split in the middle, and slide up and down, revealing something cool. Thats just me going on a tangent.


CreatureofHell

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Re: Random Dev. Shots
« Reply #2044 on: February 11, 2010, 04:46:42 pm »
Nicer grey  ;D Looks quite cool but now people are talking about grey it seems to become noticeable  :-\
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your face

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Re: Random Dev. Shots
« Reply #2045 on: February 12, 2010, 12:11:54 am »
I LOVE GRAY.  

Way to go, Draeke, maybe try some non-default textures.  Default gray textures are nice once in a while, but nonstock gray textures are much, much nicer.  (I strongly advise using some of TRaK's texture sets.)  You also may want to use the Surface Inspector to rotate and move a lot of those textures, especially around the core (bottom, middle, and top parts).  Also, as amz said, you may want to make the lights different colored, white lights on gray is boring.  Try light green or blue.
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mooseberry

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Re: Random Dev. Shots
« Reply #2046 on: February 12, 2010, 05:22:18 am »
Looking good as others have said, but I would say try using some white and/or subtle red texturing in some places, I think it would look a lot nicer.
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amz181

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Re: Random Dev. Shots
« Reply #2047 on: February 12, 2010, 04:46:38 pm »
Oh on a side note, i have never seen square ladders in my life.

Stannum

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Re: Random Dev. Shots
« Reply #2048 on: February 12, 2010, 06:11:27 pm »
Blue © 2004 Natural Selection.

amz181

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Re: Random Dev. Shots
« Reply #2049 on: February 12, 2010, 08:26:40 pm »

your face

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Re: Random Dev. Shots
« Reply #2050 on: February 13, 2010, 01:36:07 am »
Cool.  Carpeted wall supports.
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CreatureofHell

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Re: Random Dev. Shots
« Reply #2051 on: February 13, 2010, 09:53:18 am »
Stannum has the skills. He most definately has them...
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MitSugna

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Re: Random Dev. Shots
« Reply #2052 on: February 13, 2010, 11:26:36 am »
IMO it is photoshocked

amz181

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Re: Random Dev. Shots
« Reply #2053 on: February 13, 2010, 01:30:20 pm »
IMO it is photoshocked

IMO your face is photoshocked.

Draeke

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Re: Random Dev. Shots
« Reply #2054 on: February 13, 2010, 04:35:09 pm »
Thanks for the feedback.
Lighting is executed brilliantly, but some coloured lighting on the walls wouldnt go amiss. (low value lighting)
You also may want to use the Surface Inspector to rotate and move a lot of those textures, especially around the core (bottom, middle, and top parts).  Also, as amz said, you may want to make the lights different colored, white lights on gray is boring.  Try light green or blue.
I’ve had a shot at rotating the textures on the core but they never seem to line up. I suspect it’s because the problem-surfaces are 3-point-clipped, I can’t get my head around how textures are mapped in these situations.
I found that blue/green lighting tends to damage the 'warm' feel of the place.
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Retextured, relit and partially reconstructed.

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UniqPhoeniX

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Re: Random Dev. Shots
« Reply #2055 on: February 13, 2010, 05:02:41 pm »
Textures are projected parallel to grid lines (as if the view angle was parallel to X, Y or Z lines depending on which is closest to the face normal and projecting the texture from there). If you want it to be aligned, you could move vertices just a little to make those surfaces flatter/more parallel to other faces, and see if it realigns the texture. If it does, you could lock textures and move the vertices back. If that doesn't work, just try changing the scale values to 'un-stretch' it.

mooseberry

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Re: Random Dev. Shots
« Reply #2056 on: February 13, 2010, 06:52:19 pm »
Looking better, but the red lighting now seems to accentuate the flatness in value of the brown textures. Keep trying to add a little color.
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your face

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Re: Random Dev. Shots
« Reply #2057 on: February 13, 2010, 07:55:31 pm »
Ctrl+Shift to select the face of the brush, then you can rotate that face only.
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{7}wrath

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Re: Random Dev. Shots
« Reply #2058 on: February 13, 2010, 10:25:30 pm »
throw in a bit of yellow, IMO, and it will look more like gloom2. Which is an awesome looking map, I might add, even though the gameplay sucks.

Draeke

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Re: Random Dev. Shots
« Reply #2059 on: February 18, 2010, 10:26:20 am »
Click image for larger version.


...and a slightly photo edited version here.

Ellohir

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Re: Random Dev. Shots
« Reply #2060 on: February 18, 2010, 10:48:04 am »
Much better, looks awesome.I'd only change the stairs.

amz181

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Re: Random Dev. Shots
« Reply #2061 on: February 18, 2010, 12:48:38 pm »
Much better, looks awesome.I'd only change the stairs.

what stairs? if you mean the LADDER, then i'd agree, ladders ive been on, are generally alot more cylindrical.

@Draeke
Looks absolutely fantasmagical(c).

GJ on the shader for the reactor thingy, it goes perfectly with the room.

A minor gripe; Try lowering the light value of the white light on the walls. Just a bit so it looks a bit more murky. It looking bit too bright on the walls.

Minor Gripe 2: Whats that random white bright light on the platform?

apart from that it looks brilliant, miles better than your original.
« Last Edit: February 18, 2010, 12:51:05 pm by amz181 »

mooseberry

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Re: Random Dev. Shots
« Reply #2062 on: February 18, 2010, 03:21:29 pm »
Looking, really,very nice, keep it up! :D
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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Ellohir

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Re: Random Dev. Shots
« Reply #2063 on: February 18, 2010, 03:35:19 pm »
what stairs? if you mean the LADDER, then i'd agree, ladders ive been on, are generally alot more cylindrical.

You know, there's a much more polite way to say that.And being polite hasn't kill anyone, as far as I know. You could have also said that I didn't put a space after the point, that's also wrong. But you can't write an agressive space with your caps lock, can you?

CreatureofHell

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Re: Random Dev. Shots
« Reply #2064 on: February 18, 2010, 04:38:55 pm »
 :o wow... I'm speechless
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Samurai.mac

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Re: Random Dev. Shots
« Reply #2065 on: February 18, 2010, 06:56:12 pm »
I'd have to disagree with lowering the value of the white lights against the walls. I think that the slightly stark contrast is good and that lowering the value might leave it looking rather washed-out.

amz181

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Re: Random Dev. Shots
« Reply #2066 on: February 18, 2010, 07:22:08 pm »
I'd have to disagree with lowering the value of the white lights against the walls. I think that the slightly stark contrast is good and that lowering the value might leave it looking rather washed-out.

Yah on second thoughts i'd agree. Ignore my last.

@ellohir

this be teh interwebz, get used to it.

And not using a space didnt stop me from understanding you, however, assigning the wrong noun to an object threw me.
« Last Edit: February 18, 2010, 07:24:16 pm by amz181 »

A Spork

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Re: Random Dev. Shots
« Reply #2067 on: February 18, 2010, 11:10:20 pm »
That is quite possibly the most awesome thing I've seen!
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #2068 on: February 18, 2010, 11:57:39 pm »
Click image for larger version.
I want your babies.

A kludgy but viable workaround to the texture alignment problem is to use caulk for the brushwork, then (using the brushes as a guide) make each surface from a planar patch and align the textures to the patch.

Stannum

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Re: Random Dev. Shots
« Reply #2069 on: February 20, 2010, 02:40:52 pm »
You can also set the uv co-ordinates per control point of the patch mesh with the patch mesh surface thing (shift-s)
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