A bit OTT?
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Re: A bit OTT?
Posted by $loth on Fri Sep 10th at 7:20pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Is this door frame type thing over the top, not in the way of r_speeds but just as a look?

[addsig]




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Re: A bit OTT?
Posted by Nugg3t on Fri Sep 10th at 7:27pm 2004


Yes, imho. Seems really unnecessary unless you're conforming to some kind of a theme where such unusual curves are common.



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Re: A bit OTT?
Posted by JFry on Fri Sep 10th at 7:49pm 2004


I think it all depends on your theme and how you plan to texture it. Of course in my opinion if you have such a highly detailed doorframe then the other things in the level should be equally as detailed or more. Otherwise it may stand out, even if you find a suitable theme.



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Re: A bit OTT?
Posted by Tracer Bullet on Fri Sep 10th at 7:52pm 2004


It looks a bit wierd if there is no reason for it...



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Re: A bit OTT?
Posted by $loth on Fri Sep 10th at 7:57pm 2004


Thanks for your opinions, I thought it looked a bit ott mainly because its just a door frame. Thanks for the help, any more opinions? [addsig]



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Re: A bit OTT?
Posted by Wild Card on Fri Sep 10th at 8:01pm 2004


It looks odd by itself. But if the rest of your level contains wall details and such, it would look really good.

As well, lower the detail on it a little bit. Its increasing Rs for nothing. Unless this is a very low detailed area, in which case a highly detailed door trim would look out of place.

Another thing. Your trim has a lot of detail. Which would look good if the rest of the room followed suit. Problem. Your doors look plain. Adding little pieces of 2*2 units or so in a vertical or horizontal manner to represent bars of steel holding the door together. Adding detail for the lock, or hinges, or even putting little holes in the door, like cracks through the wood. either in brushes or with a { texture.

Just a though.

Floor looks odd too how it goes down 16 units for the door.

[addsig]




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Re: A bit OTT?
Posted by Tracer Bullet on Fri Sep 10th at 8:28pm 2004


? posted by Wild Card

It looks odd by itself. But if the rest of your level contains wall details and such, it would look really good.

As well, lower the detail on it a little bit. Its increasing Rs for nothing. Unless this is a very low detailed area, in which case a highly detailed door trim would look out of place.

Another thing. Your trim has a lot of detail. Which would look good if the rest of the room followed suit. Problem. Your doors look plain. Adding little pieces of 2*2 units or so in a vertical or horizontal manner to represent bars of steel holding the door together. Adding detail for the lock, or hinges, or even putting little holes in the door, like cracks through the wood. either in brushes or with a { texture.

Just a though.

Floor looks odd too how it goes down 16 units for the door.

Carefull now. huge ammounts of small brush-based detail can start to look tacky in a hurry.





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Re: A bit OTT?
Posted by ReNo on Fri Sep 10th at 8:55pm 2004


The brushwork itself is nice enough, just ensure its environment suits it. The brushwork surrounding it in that shot, suggests to me that it doesn't. I'd also say use less faces on your curves - there is little need for it to be quite that smooth really.
[addsig]




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Re: A bit OTT?
Posted by Cassius on Sat Sep 11th at 2:34am 2004


It's gonna look like a prefab if the rest of the map is low-poly. By the way, there's absolutely no reason to make it with so many polygons.



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Re: A bit OTT?
Posted by G.Ballblue on Sat Sep 11th at 3:04am 2004


Can we see a textured version [addsig]



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Re: A bit OTT?
Posted by $loth on Sat Sep 11th at 6:15am 2004


? posted by G.Ballblue
Can we see a textured version

Nope, im just trying out some stuff for a HL2 map so there be no textures yet.

Thanks for the replys, I think i've got an idea of what to do with it.

[addsig]




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Re: A bit OTT?
Posted by $loth on Sat Sep 11th at 6:45am 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I think this one is better :

[addsig]




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Re: A bit OTT?
Posted by Wild Card on Sat Sep 11th at 5:55pm 2004


Doesnt seem like much changed. You removed a part at the top of the frame... [addsig]



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Re: A bit OTT?
Posted by Gwil on Sat Sep 11th at 6:15pm 2004


Just so you know for next time $loth, this forum is more for questions pertaining to entities/brush errors/compiling - ie, things that can have a "correct" or "incorrect answer".

Please put all beta work in the "Maps" forum, otherwise it just makes my futile attempts to run this forum as Q&A database even more difficult..

So dont do it again! ;P


[addsig]




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Re: A bit OTT?
Posted by Campaignjunkie on Sat Sep 11th at 8:59pm 2004


I think it's a little too much wpoly for something the player will ultimately glance at for a few seconds. Looks kind of nice, but ultimately not too efficient for Half-Life IMO.
[addsig]




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Re: A bit OTT?
Posted by mazemaster on Sat Sep 11th at 9:18pm 2004


? quote:
I think it's a little too much wpoly for something the player will
ultimately glance at for a few seconds. Looks kind of nice, but
ultimately not too efficient for Half-Life IMO.


? quote:

im just trying out some stuff for a HL2 map
[addsig]




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Re: A bit OTT?
Posted by Campaignjunkie on Sat Sep 11th at 10:25pm 2004


Oh, my bad. *shrug*

Not much point in HL2 stuff either, since you can't test it and have no idea what kind of stuff HL2 can do either. But whatever!
[addsig]





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