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Old 13-06-2009, 05:45 PM   #41 (permalink)
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This is looking really cool man, keep it up!
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Old 13-06-2009, 06:43 PM   #42 (permalink)
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Nice work, you've been doing a lot of work on this.

You have an awful lot of godrays, almost as if you have light coming from most directions, i think this distracts a lot from the map, because its quite bright, try and use godrays as little as possible, its just key to putting them in the right places.
On this image you have like huge metal supports running over the sky?!?! With lights!?! Okay maybe its bad perspective but, wow.. just get rid of those because there really quite horrible.
For floor lights you have quite blotchy yellow lights, i really dont think they work too well, perhaps try and a more darker orange, too bring out the rocks and surrounding metal.
In this screenshot im having trouble identifying where your main light source is coming from, but I really like the blue lgihting coming from below, i think you should flow with that, nailing down yourself to atleast two main lightsource, i sharp blue upcast light lighting primarily the rocks and then a much wider light coming from the sky. Do not be afraid of leaving only floor lighting to light some areas, you really need more contrast in lighting.
Also the white lighting is a bit bad, try experimenting with other colours.

Good Luck
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Old 13-06-2009, 08:14 PM   #43 (permalink)
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Quote:
Originally Posted by myles View Post
Nice work, you've been doing a lot of work on this.

You have an awful lot of godrays, almost as if you have light coming from most directions, i think this distracts a lot from the map, because its quite bright, try and use godrays as little as possible, its just key to putting them in the right places.

For floor lights you have quite blotchy yellow lights, i really dont think they work too well, perhaps try and a more darker orange, too bring out the rocks and surrounding metal.


Good Luck
Thanks, this was most helpful. Removing the god rays was a great Idea. I wasn't sure I really wanted them in there when I added them, so I made sure to group them. Deleting them was a snap. It does make things look better for sure. As far as the lighting goes, I did have several orange ones to light the main areas and I felt it was too strong of a color. It made it too "warm". I figured going with pale yellow and white would make the lighting seem more artificial and industrial. I will play around with this a bit how ever.

Quote:
In this screenshot im having trouble identifying where your main light source is coming from, but I really like the blue lgihting coming from below, i think you should flow with that, nailing down yourself to atleast two main lightsource, i sharp blue upcast light lighting primarily the rocks and then a much wider light coming from the sky. Do not be afraid of leaving only floor lighting to light some areas, you really need more contrast in lighting.
Also the white lighting is a bit bad, try experimenting with other colours.
The two main light sources are from that opening at the top (that you can't really see in the screencaps) and the blue lighting below. Again, I will mess around with this keeping in mind your suggestions.

Quote:
On this image you have like huge metal supports running over the sky?!?! With lights!?! Okay maybe its bad perspective but, wow.. just get rid of those because there really quite horrible.
This is supposed to be underground. I haven't finished lighting the surrounding areas. I should probably do that, but I am glad you pointed this out. It makes sense in my brain, but some of it gets lost in the translation if you know what I mean. Yes the outer areas are dark and need some kind of lighting. That will be my weekend project.


Quote:
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.
Thank you! Pipe material has been toned down a bit. I am trying to strike a balance between Epic's filthy grungy industrial textures and how it would look in real life. I want to make this place look sort of new: (from CG textures)


As for the rocks, I kind of like them the way they are. I did mess with increasing the intensity of the normal map and tweaking a few other things, but they just didn't look good to me. I think they could look better, I am just not sure how to make them look better short of taking them into z-brush. We will see.

Thanks again for the input and comments. I would rather have a harsh review than just a "Looks good". I would never make it better or improve my skill that way.
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Old 20-06-2009, 06:26 PM   #44 (permalink)
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Beta version 1.0 is here! There is still some more to do, but that will come in a later release. v1.1 will have more sounds, more deco meshes and some particle effects.

Download here.






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Old 22-06-2009, 01:15 PM   #45 (permalink)
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Nice work there. One thing that catches my eye is the dirt flow on those pipes. The dirt seems to flow horizontally along pipes that are horizontal. In real world, it follows gravity. The yellow lights don't seem to fit your palette. They are a bit distracting.
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Old 23-07-2009, 08:54 PM   #46 (permalink)
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hey, can you update the download link? I would like to test your map. The link shows 'Not found'.
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Old 24-07-2009, 08:13 AM   #47 (permalink)
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Originally Posted by sgv3dmax View Post
hey, can you update the download link? I would like to test your map. The link shows 'Not found'.
sure: Download

Let me know if that works.
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