Completely and utterly unrelated to level design, but they are screenshots of something I'm working on. It's a little game that I've begun building. And yes, it is a blatant Geometry Wars rip-off
yeah sure, I sorted it out and made original trunk texture instead of the one in the screenshot (that was lifted from some game) http://www.mediafire.com/?ijnnhawqsugfx8g btw is there a general thread for mapmodels around here?
Last edited by sock on Sat Feb 04, 2012 1:18 am, edited 1 time in total.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Last edited by sock on Sat Feb 04, 2012 1:19 am, edited 1 time in total.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
I think he means the textures need more grain or noise at least.
Also, why doesn't the place look banged up and broken? The missing tiles in the floor look strange because nothing else in the room is missing. Only the tiles are missing.
Bliccer wrote: I think because of the strong colors on the floor.
That is a fair point, the colours are really strong but that is the direction I want to take the textures, a richer palette with higher contrast . Plus most people here seem to be into tech/industrial themes, so bright colours are probably a shock to their system!
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Bliccer wrote:You also have got the jagged errors on the left upper side. Here it was because of the Max. Sample level (too low)... at least in Maya.
Indeed, it didn't go unnoticed, but it's just a simple test render. I could turn sampling much higher but didn't feel like waiting forever for the render.
Interesting observation about exaggerated contrast and black lines making it look less natural.
I assume it's somewhat based on Florence Italian architecture and they indeed tend to have a lot of contrast in decoration and floor tiles. Which you probably never can see in the photos, because limited light level inside the buildings equalizes and washes out the colors and contrast ( I did a quick search for photos and they are all bad representatives of the actual looks)
Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed. I know it is not techno industrial stuff, but we have enough people doing that stuff already!
Before (click thumbnails for larger image)
After (click thumbnails for larger image)
If you see something wrong or bothering you, say so, silence is worst kind of feedback.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
I like both versions, maybe better that more colored version. But tell me - what is your r_speeds in this view? It must be devilish... But I hope yopu plan to release this "map". I really like your style. And again - I can't believe this is idTech3...
And why are you prejudicted against tech style? :P
Sock:the texture difference is subtle (I wouldnt notice except dirt on the floor and sharper white-blue floor) but the lighting improved indeed, making the scene look better.
Second shots do look better, but the missing floor tiles from the first set would go better with the dirtier look of the second set.
If you're going to dirty it up a bit, some more clutter would help that look, right now things are still too neat and organized - break a chair or something.
I've always been a big fan of the medieval styling over the modern look - it just makes a level stand out more when you realize that it doesn't look like every other "Modern Warfare" type of game.