Yeah
#5878 posted by
ijed on 2009/08/03 15:34:37
Cartoon is too strong a word, more like 'well drawn'.
Need more coffee.
#5880 posted by
megaman on 2009/08/04 16:57:37
the few people that will actually download my map are actually reading this forum!
No, i'm not!
Q3 Temple Map
#5881 posted by
grahf on 2009/08/05 03:16:41
the architecture looks very nice and solid, but I'm not sold on the tree roots. I like the idea, and I've always wanted to do something similar myself, but I think they could be higher poly and more twisted to be more convincing.
Not to be anti or anything, just sayin'.
The Mortewood Plaza Mod
#5882 posted by
negke on 2009/08/06 11:07:35
Heh
#5884 posted by
Zwiffle on 2009/08/06 20:08:01
I love the knife with the grenade strapped onto it.
Re: Some UT3 Shot
#5885 posted by
necros on 2009/08/06 20:19:36
that looks awesome ^_^ i love maps where you're suspended or floating above stuff in that way.
Progress Shot
#5886 posted by
sock on 2009/08/11 09:34:15
Castle helmet :
http://www.simonoc.com/images/design/maps_q3/moteof1bn1l.jpg
Im happy with the outline, just need to finish off the lighting and texture density/alignment. Add '_1024' to end of filename for larger image.
#5887 posted by
Spirit on 2009/08/11 11:07:14
The lighting on the front looks a bit sketchy.
The roof and floor textures are too blurry scaled, I guess you mean that with "density" though.
The different heights of the rooftops look great. Gives it a mushroom/dwarf like fantasy feeling (in a good way, heh).
Hmm
#5888 posted by
nitin on 2009/08/11 11:39:33
not too enamoured with that sock, looks too cartoony to me.
I Like
#5889 posted by
Text_Fish on 2009/08/11 13:14:37
the architecture. Personally I think the roof and outside floor are the only problems. I'd choose a wooden shingles texture for the roof and maybe add some more detail to the floor by removing the odd floorboard here and there, or making them slightly crooked, or perhaps just add some darker wooden trim between the wall/floor joint to add a hint of structural realism to it.
#5890 posted by
JneeraZ on 2009/08/11 14:54:03
I like the style! I like the layered look to the architecture.
Good Feedback
#5891 posted by
sock on 2009/08/11 19:30:32
Yep, totally agree the screenshot does have a mario/soft focus look about it, but that is partly to do with the phong shading (far too high)
I will work on the location a bit more tonight, rework the trims, add more wood and try and give the structure more detail. W post another screenshot later, thanks for the feedback. :D
#5892 posted by
AEnoch on 2009/08/12 02:17:58
I like it. It's different instead of the same old same old.
I Like It Sock
#5893 posted by
grahf on 2009/08/12 06:20:17
the outlines remind me in some strange way of the Goetheanum:
http://en.wikipedia.org/wiki/Goetheanum
Another Shot
#5894 posted by
sock on 2009/08/12 13:06:34
I changed the textures on roof and trim, a bitch to setup the top wall trim, too many weird angles but it does make it feel a bit better. Toned down the phong and increased the shadow map density so less jaggered/rough edges.
http://www.simonoc.com/images/design/maps_q3/moteof1bo1l.jpg (_1024 version avail)
Ive switched the floor to stone for the moment until I decide what to do with it, detail wise. The above shot is panned out alot, the player will never see that much. So here is a couple of shots from the floor at player height, the building feels different to me from the closer angle.
http://www.simonoc.com/images/design/maps_q3/moteof1bo2l.jpg (_1024 version avail)
http://www.simonoc.com/images/design/maps_q3/moteof1bo3l.jpg (_1024 version avail)
Does it still look cartoony? Roof trim, like/dislike? upper roof leave or same trim style?
That Looks Much Better To Me
#5895 posted by
nitin on 2009/08/12 13:10:58
especially the close up shots.
From far away it still has that cartoony look but not as much as before.
Roof trim looks fine to me. I dont like the upper roof tile texture though.
Impressive...
#5896 posted by
JPL on 2009/08/12 19:57:54
.. I'd really would like to have the .map to see how you made this curved corners....
Sock
#5898 posted by
inertia on 2009/08/12 21:18:34
The angles on the outside wall just look too soft! I don't think the brickwork would naturally decay like that, if it's old; if it's new, it would be a very sharp angle.
Also
#5899 posted by
inertia on 2009/08/12 21:19:26
This thread is like tumblr for mapping -- I love it.
Sock
#5900 posted by
necros on 2009/08/12 22:42:09
the building looks much more imposing from close up. i don't know about 'cartoony' but the panned shot lacks that imposing feel.
the flared out upper part of the walls make it feel powerful when looking up at it from the ground.
Hong Phong Phooey
#5902 posted by
sock on 2009/08/12 23:24:06
@nitin, I will changed the texture density for the roof tiles, they are far away and look alot different from the ground.
@JPL, when the map is finished I will release all the source files, so all will be revealed soonly! (The curved corners you are looking at are brushes with a 60 phong value on them.)
@negke, the phong lighting and texture alignment/density is the illusion.
@inertia, ooo never heard of that place before :D Yeah this place is a cool mapping blog/home, lots of different people.
@necros, yeah the panned out shot was really so everyone could see the overall outline, but yeah it feels alot different up close. Most people rarely look up in games so alot of high detail will be missed.