• Need some C&C for a new project
    13 replies, posted
[URL=http://img10.imageshack.us/i/33809548.jpg/][IMG]http://img10.imageshack.us/img10/7836/33809548.th.jpg[/IMG][/URL] [URL=http://img201.imageshack.us/i/53158618.jpg/][IMG]http://img201.imageshack.us/img201/3673/53158618.th.jpg[/IMG][/URL] [URL=http://img513.imageshack.us/i/39542865.jpg/][IMG]http://img513.imageshack.us/img513/5761/39542865.th.jpg[/IMG][/URL] [URL=http://img809.imageshack.us/i/40540407e.jpg/][IMG]http://img809.imageshack.us/img809/5249/40540407e.th.jpg[/IMG][/URL] [URL=http://img837.imageshack.us/i/71969334.jpg/][IMG]http://img837.imageshack.us/img837/3971/71969334.th.jpg[/IMG][/URL] [URL=http://img571.imageshack.us/i/54135173.jpg/][IMG]http://img571.imageshack.us/img571/1186/54135173.th.jpg[/IMG][/URL] [URL=http://img3.imageshack.us/i/67536437.jpg/][IMG]http://img3.imageshack.us/img3/7066/67536437.th.jpg[/IMG][/URL] [URL=http://img513.imageshack.us/i/91495419.jpg/][IMG]http://img513.imageshack.us/img513/3040/91495419.th.jpg[/IMG][/URL] [URL=http://img816.imageshack.us/i/25976428.jpg/][IMG]http://img816.imageshack.us/img816/996/25976428.th.jpg[/IMG][/URL] [URL=http://img6.imageshack.us/i/40151606.jpg/][IMG]http://img6.imageshack.us/img6/1540/40151606.th.jpg[/IMG][/URL] I know the last image is real bright, I'm going to fix that. So yea, pretty much just started messing around and this came out, what could it be, use, need, go without etc... Oh and just so everyone knows I would like it to be sort of dark in the areas that don't show outside lighitng Sorry for thumbnails :L
The darkness will get very tiring, it strains the eyes when played. That might not look the same in game though. Perhaps making it a little brighter would be good. Also think through the exterior details a little more, might just be the textures but the building doesn't look very good.
[QUOTE='[yournamehere];34927049']The darkness will get very tiring, it strains the eyes when played. That might not look the same in game though. Perhaps making it a little brighter would be good. Also think through the exterior details a little more, might just be the textures but the building doesn't look very good.[/QUOTE] Yea I know the church exterior doesn't look too great, but everything's still a work in progress mind you, thanks though!
3rd to last picture texturing looks odd... from what I can see
I cannot stress this enough to you. Light_spot, and point_spotlight. Light entities are typically used (or how I use them) for outside ambient lighting where it needs to be brighter, or areas that need to be brightened by lighting. For actual light props, always use light_spot and point_spotlight. The brushwork is decent, the halls are a bit blocky. And, as you said, the outside is really bright compared to the inside of the church
[QUOTE=WitheredGryphon;34932982]I cannot stress this enough to you. Light_spot, and point_spotlight. Light entities are typically used (or how I use them) for outside ambient lighting where it needs to be brighter, or areas that need to be brightened by lighting. For actual light props, always use light_spot and point_spotlight. The brushwork is decent, the halls are a bit blocky. And, as you said, the outside is really bright compared to the inside of the church[/QUOTE] I feel like indoors light spot entities don't work like real lights, they simply light some of the floor and walls, what I have been doing, and so far it's made pretty well lighting. I've been using regular light entities, and then changing the drop - off values to 50% at 50 and 100% at either 100 or 150, however I'll try those for outdoor I suppose, and I already use point_spotlights, I just don't want to (a over use them, and (b I'll add more after the map is more finished, its a work in progress for now. And Mopman you're right, but that room is kind of a placeholder as of now until I figure out what I want to do with it Thanks everyone for the comments
[QUOTE=zach1193;34934492]I feel like indoors light spot entities don't work like real lights, they simply light some of the floor and walls, what I have been doing, and so far it's made pretty well lighting. I've been using regular light entities, and then changing the drop - off values to 50% at 50 and 100% at either 100 or 150, however I'll try those for outdoor I suppose, and I already use point_spotlights, I just don't want to (a over use them, and (b I'll add more after the map is more finished, its a work in progress for now. And Mopman you're right, but that room is kind of a placeholder as of now until I figure out what I want to do with it Thanks everyone for the comments[/QUOTE] A valid point, but as you can see in your third to bottom screencap, the light appears above the lightsource with no shadow, which is abnormal for any light. That is probably the only reason it is recommended to use light_spot over light entities in regards to prop lighting.
[QUOTE=WitheredGryphon;34934985]A valid point, but as you can see in your third to bottom screencap, the light appears above the lightsource with no shadow, which is abnormal for any light. That is probably the only reason it is recommended to use light_spot over light entities in regards to prop lighting.[/QUOTE] oh ok, thanks
It looks nice but bland at the same time.
[QUOTE=TCB;34973880]It looks nice but bland at the same time.[/QUOTE] lol that's what I'm sayin, I dunno, I might just scrap it like many other projects haha
Its a good start, but yeah; what I reccomend would probably be to start from scratch and look at some structural reference pictures for whatever style you were going for. Really look at how buildings are put together and at first try and duplicate it. When you get good at that, mess around with your own designs. The last picture looks like more of a mish mash than a unified building facade to be honest. so, yeah; just start anew!
[QUOTE=Framperton;34979499]Its a good start, but yeah; what I reccomend would probably be to start from scratch and look at some structural reference pictures for whatever style you were going for. Really look at how buildings are put together and at first try and duplicate it. When you get good at that, mess around with your own designs. The last picture looks like more of a mish mash than a unified building facade to be honest. so, yeah; just start anew![/QUOTE] lol well the cathedral I'm pretty sure you'd need models because that type of building, thanks for the advise though!
Probably. Maybe choose a less complicated structure to get started. Like a house. Just start doing various house styles until you get your sense of proportion right, and go from there.
You are overusing the brick texture. Layer walls with trims at top and bottom. Add some profile, some supports.
Sorry, you need to Log In to post a reply to this thread.