 5th
#10644 posted by sock on 2014/03/02 14:32:30
It needs less chunky and more detail, its the year 2014! :P
On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size.
 Sock
#10645 posted by Breezeep_ on 2014/03/02 14:36:40
the episode was ment to look like id's original level design.
 @RingofQuaddamage
#10646 posted by sock on 2014/03/02 14:54:04
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.
Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy.
 Feedback Is Fine.
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks.
 2nd Shot
#10648 posted by Drew on 2014/03/02 21:45:21
is superior
 5th
#10649 posted by [Kona] on 2014/03/03 08:54:07
Why not have the swamp bricks just along the waterline, like they've been affected by the water but the ones further up are dry. Could put some decals on the plainer parts of the wall too. Or even cage the torches off to create some cool lighting effects. The roof could have some lighting effects as well.
#10650 posted by Spiney on 2014/03/06 01:48:14
Got back to extending the Daikatana menu...
http://i2.minus.com/irXk0cibBM5HB.png
Greebles, too much!
 Nice!
I always loved the texturework in Daikatana
 I Like It Too!
#10652 posted by mfx on 2014/03/06 22:45:38
Neat work!
 Button Overload
#10653 posted by sock on 2014/03/07 21:50:48
I need some brand new spanking skyboxes for my ITS mod and I downloaded the latest Terragen. Compared to the previous version I used years ago it sure has a lot of new menus and buttons to play with!
First try at a Terragen 3 Skybox, Moonlight Crater
 Excellent Color Choice!
 Not Used TG In Ages
but I might have a tinker with it for fun
 Tried It.
Don't like the new GUI... really confusing to me, reminds me of the new Kismet system for Unreal.
 Very Nice
#10657 posted by Tronyn on 2014/03/07 23:24:05
atmosphere reminds me of Zendar but with Quake purple sky (no wonder OTP liked it!)
 More Doom Stuff
#10658 posted by Breezeep_ on 2014/03/08 20:48:23
 Looks Good
so far. Keep it up!
#10660 posted by dwere on 2014/03/10 15:16:54
You have a thin stripe of brown bricks on the floor (second shot). Something tells me it wasn't intentional.
 Vaulted Ceilings And Splayed Archways
#10661 posted by Featheon on 2014/03/15 05:57:45
Working on my brush techniques. Bright enough?
http://i.imgur.com/e32Bp2Z.jpg
 Shadow On The Dragon Door Looks Too Black
#10662 posted by Tronyn on 2014/03/15 06:44:29
but other than that, looks great. maybe some chandeliers or rafters to break up the uniformity of the central vault?
 Agree On Chandeliers
#10663 posted by - on 2014/03/15 09:44:22
Pillars in the middle could go a long way too. Anything to create a little bit of parallax goes a long way.
 I Like
#10664 posted by DaZ on 2014/03/15 12:44:58
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.
I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.
I've never seen a Quake engine with AO and I can't force it on in any of the nvidia drivers for Quake engines.
Eh a bit of a tangent :) Nice shot anyway, agree with others re: door. It should be brighter. I think some ceiling detail is needed as well. Perhaps some supports coming down from the ceiling into the room.
 Featheon
#10665 posted by mfx on 2014/03/15 13:08:39
Brushes look good! But the torches, maybe try this
http://necros.fov120.com/post.php?postID=5
 Ambient Occlusion
#10666 posted by Spiney on 2014/03/15 13:59:30
If you map using Radiant you could do a test with Q3bsp + Q3MAP2 inside FTE or DP, which has the 'floodlight' and 'dirty' compiler switches. Essentially a form of AO. It can also do bounced lighting. Otherwise just spamming a ton of large radius low intensity lights in a 3D grid kind of works, though it won't give you the high res crispy-outlines kind of AO.
 Actually
#10667 posted by Spiney on 2014/03/15 14:11:37
 #10667
#10668 posted by Kinn on 2014/03/15 14:19:25
yeah that is bloody good, as as the chap says himself, it's fairly easy to spam a load of lights around like that.
That said, AO done in light.exe would be nice
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