DM_Coastal
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Re: DM_Coastal
Posted by Pureferret on Tue Jun 14th at 3:29pm 2005


When I made this map I wasn't sure what location to put it in, so I started working form the inside out, adding here and there every now and then. I'm not really sure about the outside still.

Loads of stuff is subject to change, so there no point telling me to fill up the rest of the map :P. What I do want to add is a proper cliff, the sea, more buildings etc. Also I know I need to develop the brushwork on the building to make it more interesting.




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Re: DM_Coastal
Posted by DrGlass on Tue Jun 14th at 3:58pm 2005


just remeber to focus on detail brush work. Colloms, supports, etc. Your rooms are flat and over sized, you need the brush work to break up the large spaces and create some light contrast.




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Re: DM_Coastal
Posted by Pureferret on Tue Jun 14th at 4:26pm 2005


Anywhere in particular? The rooms don't seem that big to me, except the main storage one, and I can't think how to divide that up....

Thanks!

Edit: Heres a picture of the outside
image




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Re: DM_Coastal
Posted by ReNo on Tue Jun 14th at 5:45pm 2005


I think your rooms look an ok size, but you need to make them a bit less boxy wher possible. Follow DrGlass's advice - columns, pillars, support beams (on that note, the ones you have in the third screenshot are lit horribly, might be a cubemap related issue), alcoves - all of these things help make rooms more interesting. If we take the second picture, you have far more potential to make that "threshold" type thing more interesting, by perhaps leaving a section of wall above the opening, and giving a metal or wooden trim that is a little thinner than the wall itself perhaps. The outdoors area could use a less flat ceiling line, and that will make it look far more realistic.

Good effort though, keep it up. Looking nice enough for a first effort <img src=" SRC="images/smiles/icon_smile.gif">






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Re: DM_Coastal
Posted by Spartan on Tue Jun 14th at 8:16pm 2005


You've got some major lighting issues in that 3rd picture. Make sure to use cubemaps and have them placed in the correct locations.




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Re: DM_Coastal
Posted by Pureferret on Wed Jun 15th at 8:21pm 2005


I don't actually know the best place to put cube maps. I've read lots of tuts about how to raise the cubemaps, but nothing saying where in the map they need to be.

I have some ideas to liven up the brush work though.... Thanks!




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Re: DM_Coastal
Posted by $loth on Wed Jun 15th at 8:57pm 2005


For a first map it looks pretty good, In the outside pic, on the right the displacements seem a little "out of tune" make it more rounded on the right where the texture is streched.




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Re: DM_Coastal
Posted by Pureferret on Wed Jun 15th at 9:11pm 2005


Yeah, that cliff is aweful, the brush is much longer then it is tall, meaning the points of the triangles are very stretched.

Any good ideas for brush work? I can't think of any places now I've opened the map...




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Re: DM_Coastal
Posted by ReNo on Tue Jun 14th at 12:42pm 2005


Get some screenshots up - people are far more likely to give you feedback if you do smiley



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Re: DM_Coastal
Posted by Pureferret on Tue Jun 14th at 3:26pm 2005


Thanks, I have uploaded some onto snark pit, I don't know why they aren't showing here... When I get my act together I'm going to host some on Imgshack and put them up.




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