
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.

Necros
#8200 posted by
- on 2012/03/15 04:56:57
thanks, sadly most every trim on large curved areas I have to use a flat texture rather than an edged one since I can't rotate textures to 63.5 degrees in Quake, so I can only fake it on the smaller curves where you won't notice the texture isn't actually rotated right.

Scamps
#8202 posted by
negke on 2012/03/15 11:11:35
Like I said, try to move one end of the trim brush by one or two units to make it fit at 63 or 64 degrees; or split the brush in the middle and use either angle on each side.
Also, sometimes it's necessary to change the texture scale in very small steps (like 1.00x or 1.000x) to make the rotated texture align with adjacent ones on grid brushes, e.g. trims with seams.