#8175 posted by
negke on 2012/03/01 01:50:16
Not sure about the blue color (perhaps try something orange, too?), but it looks better contrasted like that as opposed to all yellow as before. Architecture looks ace.

Especially Orange
#8176 posted by
sock on 2012/03/01 02:08:13
http://www.simonoc.com/images/design/maps_q3/indust4d.jpg
I have four base colours, orange was one of them. I also have green
...

Huh
#8178 posted by
Drew on 2012/03/01 08:25:00
amateur feedback:
Not a fan of the orange, hahaha! obviously green is the way to go.
Also - the metal4_4 style texture. I know its supposed to be a fairly clean, well maintained facility.
but it seems to me, personally like it could use just a smidgeon more grit.
salt grain
#8179 posted by
JneeraZ on 2012/03/01 13:33:47
I like the orange/yellow a lot more, especially if you can complement it with some blue ambient/sky light and some white hot spots.

Regal Metal
#8180 posted by
sock on 2012/03/06 08:59:34

Q1sp Wip
#8182 posted by
- on 2012/03/06 18:40:27
about a week of work. not planning to make this overly lengthy of a production
http://imgur.com/a/uNeyN#0

Scampie
#8183 posted by
rj on 2012/03/06 19:03:03
looking nice so far! only little thing i'd point out is the lighting at the very top looks a little bright considering the dark sky. maybe some light fixtures could work up there
#8184 posted by
necros on 2012/03/06 19:54:33
sock: maybe if that skylight was triangular instead of flat?
scampie: nice trims. :) lights look like they're capping out near the source though. you're using delay2? problem is if you use an engine with overbrights, it'll look kind of gross.
#8185 posted by
- on 2012/03/06 20:51:01
rj: I'll likely change the sky texture actually
necros: yes delay2. does Fitz not do overbright lighting?
#8186 posted by
necros on 2012/03/06 21:16:30
that's a fiztquake shot? ignore what i said i guess, cause it looks fine. :)
it's only that there's no gradient until a little out from the light source which i thought was a non-overbright engine displaying overbright lights. oops
#8187 posted by
sock on 2012/03/06 23:32:49
@necros, do you mean a pyramid glass roof? triangulate the squares and push them upwards to form an inverted pyramid? Cool idea :)
@scampie, if it is a quickie, why not included it with a speed mapping pack?
#8188 posted by
necros on 2012/03/07 01:17:04
sock: that, or a triangular prism one.
http://www.livingdaylight.co.uk/rooflights-skylights.htm#Hip_and_Gable_Ended_Designs
even just a more interesting pattern with the bars than just the axial crossing would be nice. everything else is so detailed and that skylight look so plain.
i like that it casts hard shadows, btw. :)

Sock:
#8189 posted by
- on 2012/03/07 01:47:12
I meant it as I'm not attempting some magnum opus of a q1sp.

Wow! You Red-haired Devil
#8190 posted by
negke on 2012/03/07 10:44:47
Looking hot. And when you lose interest in a couple of days, perhaps consider teaming up with cardo who will be at the same point by then, and join the maps for a full-size q1sp.

Scampie:
#8191 posted by
Drew on 2012/03/07 15:07:02
Yes please! Good luck keeping momentum!
#8193 posted by
- on 2012/03/14 16:13:08
meant to also have this pic in that album too... so many entities
http://imgur.com/ve1Ul

Nice Indeed :)
#8196 posted by
DaZ on 2012/03/14 19:31:10
Textures look excellent, looking forward to having a go with them.
#8197 posted by
necros on 2012/03/14 21:19:52
scampie: i like your attention to detail re: trims. i love that kind of thing.
sock: all i'm thinking is that wish i could get up in there and use all that machinery. ^_^
#8198 posted by
[Kona] on 2012/03/14 23:11:11
much better lighting. looks great now!
the ones earlier on looked way too dark - if you're going to build a realistic factory, at least light the fucker realistically cos no cunt can work in the dark, OSH won't be pleased about all the fingers going missing.