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#32 (permalink) |
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New Member
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It's really starting to come alive. Just keep the pace and quality up and you'll have a sweet map in no time.
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www.AdamDSullivan.com |
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#34 (permalink) | |
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Senior Member
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Quote:
Also, what do you mean muted coloring? As in things are too saturated right now? The metal is too shiny? Where exactly are you talking about? Thanks for the comments guys. |
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#35 (permalink) |
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Frequenter
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Muted colouring as in understated colours to brighten it up a touch and give a touch of variation. But as you said there is still allot of different textures to go in yet. It just looks all a bit a wash with a single colour scheme at the moment.
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#39 (permalink) |
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Senior Member
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Another update. I finished some textures, like the pipe and would like some feedback on it. I think I like the way it looks in the map, but any input on how to make it better would be nice. I will make another materials for the horizontal pipes, it doesn't look right having oil leak stains going sideways.
Also the Flooring meshes will get a masked grating instead of the solid grungy metal. The rocks will probably get a custom normal map instead of the one generated from the diffuse. I don't know how much I will gain for spending that much time on them though as I also think they look acceptable in the level.Thanks again guys. ![]() ![]() ![]() ![]() ![]() ![]() Last edited by JMChristopher; 13-06-2009 at 05:50 PM. |
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#40 (permalink) |
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Industry Artist
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The pipe material looks a bit rough for metal.
It resembles concrete more rather than metal. Make sure the smaller normalmaldetails are very very subtle. Metal on these pipes usually is pretty smooth. The rocks seems to miss some texturedefinition and feel very smooth. It looks like a spondgy grey mass with some greenish spots here and there. You might want to add a more layered feel to it. Maybe you can do this in the normalmap. |
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