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Old 10-06-2009, 12:24 PM   #31 (permalink)
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Been working on textures and materials. Its getting there. I have most of the Materials done, but still have a few more textures to go.




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Old 11-06-2009, 09:03 AM   #32 (permalink)
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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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Old 11-06-2009, 10:12 AM   #33 (permalink)
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I like the metal work (second from bottom shot) especially, still think it could do with some muted colouring there though, maybe it's because you can't see the walkway that it looks a bit odd colour wise (from looking at the overhead shots).
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Old 11-06-2009, 12:07 PM   #34 (permalink)
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Quote:
Originally Posted by Gilgamesh View Post
I like the metal work (second from bottom shot) especially, still think it could do with some muted colouring there though, maybe it's because you can't see the walkway that it looks a bit odd colour wise (from looking at the overhead shots).
Its still the default texture on the walkway. That will get a steel grating between the diagonal cross members. The metal will get a bit more dingy, with some oil stains and such. I also think I will change the material a little so I get better rim highlights on it.

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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Old 11-06-2009, 12:51 PM   #35 (permalink)
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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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Old 11-06-2009, 05:57 PM   #36 (permalink)
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Understood, thanks.
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Old 11-06-2009, 06:16 PM   #37 (permalink)
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Things are looking nice. From the things I've seen, I'd say the amount of objects in the higher part of the screen is going to add some nice parallax/scale to the whole composition of the map.
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Old 11-06-2009, 06:48 PM   #38 (permalink)
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Things are looking nice. From the things I've seen, I'd say the amount of objects in the higher part of the screen is going to add some nice parallax/scale to the whole composition of the map.
That's the idea! I just hope it doesn't bog things down too much, frame rate wise.
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Old 13-06-2009, 12:19 PM   #39 (permalink)
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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.






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Last edited by JMChristopher; 13-06-2009 at 05:50 PM.
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Old 13-06-2009, 01:55 PM   #40 (permalink)
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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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