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Started by gareth, February 16, 2007, 09:49:18 PM

mooseberry

Oh hello -->

It doesn't look good currently.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

A Spork

Ahhh, there, didn't see that.
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

Draeke

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

----------
Textured and lit.

Click image for larger version.


amz181

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

Nicer grey  ;D Looks quite cool but now people are talking about grey it seems to become noticeable  :-\
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

your face

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.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

mooseberry

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.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

amz181

Oh on a side note, i have never seen square ladders in my life.

Stannum

Blue © 2004 Natural Selection.


your face

Cool.  Carpeted wall supports.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

CreatureofHell

Stannum has the skills. He most definately has them...
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

MitSugna



Draeke

Thanks for the feedback.
Quote from: amz181 on February 11, 2010, 04:35:35 PM
Lighting is executed brilliantly, but some coloured lighting on the walls wouldnt go amiss. (low value lighting)
Quote from: your face on February 12, 2010, 12:11:54 AM
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.
----------
Retextured, relit and partially reconstructed.

Click image for larger version.


UniqPhoeniX

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

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.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

your face

Ctrl+Shift to select the face of the brush, then you can rotate that face only.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

{7}wrath

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

Click image for larger version.


...and a slightly photo edited version here.

Ellohir

Much better, looks awesome.I'd only change the stairs.

amz181

#2061
Quote from: Ellohir on February 18, 2010, 10:48:04 AM
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.

mooseberry

Looking, really,very nice, keep it up! :D
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Ellohir

Quote from: amz181 on February 18, 2010, 12:48:38 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

 :o wow... I'm speechless
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Samurai.mac

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

#2066
Quote from: Samurai.mac 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.

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.

A Spork

That is quite possibly the most awesome thing I've seen!
Don't shoot friend :basilisk:! Friend :basilisk: only wants to give you hugz and to be your hat

Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
:basilisk:    :basilisk:    :basilisk:

Taiyo.uk

Quote from: Draeke on February 18, 2010, 10:26:20 AM
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

You can also set the uv co-ordinates per control point of the patch mesh with the patch mesh surface thing (shift-s)
Blue © 2004 Natural Selection.