The retexturing and extrusions were a huge step in the right direction " SRC="images/smiles/icon_smile.gif"> I think your map looks much better now (finally those windows have been thinned out
" SRC="images/smiles/icon_smile.gif"> )
I noticed in screen 3 that the hole in corner of the building would have shattered the window right next to it. You could cut out a window-sized hole in the texture that's overlapping the exploded section.
I'm not a huge fan of the gray concrete texture serving as the base of the yellow-white extruded building. How would it look with red brick or another less monotone texture?
Lookin' forward to you filling the basement up with some junk, some props etc. Wouldn't hurt to make the room less of a square by adding a big block into one of the corners (in essence making the room 6 sided instead of 4). I'll draw you a picture if my words fail to express what I mean.
Finger, that critique was awesome. I learned a lot just reading it as well. Why not write up a tutorial about drawovers? I'm sure a lot of us would love to know what program you use, if you use a tablet, where you start, and how you think about improving a scene.
Also, I agree with Elon Yariv about the hole in the wall. Additionally, what I noticed was that the broken plaster bits don't look as realistic as the brick. The plaster bits don't look like they should be breaking into such sharp triangles, or so many triangles. Why not just smooth things out a little bit, like bigger flatter chunks of plaster chipped out of the wall. Something like this:
Not exact, but you get the idea.
One last general comment. It's nice to see so many people helping out. I can't remember the last thread I read (anywhere, not just here at SnarkPit) with so much consistent in depth constructive criticism. I don't mean this as a way to toot my own horn, but rather to compliment everyone else who has posted in the thread. " SRC="images/smiles/clap.gif">
Looking forward to more, as always " SRC="images/smiles/icon_smile.gif">




