#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.
#5903 posted by
metlslime on 2009/08/13 02:19:09
Most people rarely look up in games so alot of high detail will be missed.
solutions:
1. spawn in some annoying flying bad guys with low hit points
2. shootable buttons near ceiling to open doors
3. game mechanic that rewards taking photos of rare objects or creatures, requiring people to look around more
4. cutscene that takes control away from the player and shows your preferred backdrop while "plot" happens in front of it
5. a tantalizing secret item that you can see easily but can't tell how to climb up to without looking around
Cool!
#5904 posted by
pjw on 2009/08/13 04:10:23
I'd go with the same trim style on the upper roof. It looks unfinished to me now, with the trim on the lower.
I'm not sure if the floor texturing was just unfinished in the first shot, but I kind of liked the look of that better. In that first shot it almost looks like decking...some sort of rough-hewn planks or something. Much more interesting than that square-cut stone in the new shots.
6.
#5905 posted by
ijed on 2009/08/13 05:09:58
Get a job making drinks on the beach instead.
Re: Tumblr
#5906 posted by
inertia on 2009/08/13 08:33:04
I mean sock you are basically livemapping. It is awesome.
Already Shown On #tf...
#5907 posted by
JPL on 2009/08/13 15:58:13
.. just posted it to show the progress f CDA sequel :)
http://lambert.jeanphilippe.free.fr/Divers/GTH03.JPG
http://lambert.jeanphilippe.free.fr/Divers/GTH04.JPG
Top of the destroyed castle is yet finished, I hope to start next area soon :)
#5908 posted by
JneeraZ on 2009/08/13 16:02:17
That map is definite hotness! Can't wait to play it...
#5910 posted by
Trinca on 2009/08/13 18:38:33
zomggg i need inspiration ~:\ havent mapped for weeks... not a single brushe!
look very cool JPL, keep the good work!
Fine!
#5911 posted by
madfox on 2009/08/14 03:24:39
I hope any light dwells on buttom of these dark caverns.
JPL
#5912 posted by
inertia on 2009/08/14 10:49:48
Can't tell, are you using minlight?
Inertia
#5913 posted by
JPL on 2009/08/14 11:19:55
Yes, minligth = 20, and sunlight = 110... light compilation has -nominlight option in order to obtain some complete pitched black area with antilight...
What's the problem ? Do you have problem with your screen setting ?
#5914 posted by
negke on 2009/08/14 11:22:52
Minlight and those textures don't mix too well.