Re: cs_storage
Posted by Naklajat on
Thu Aug 31st 2006 at 2:22am
1137 posts
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Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Based on what little I can see, it looks pretty sterile and bare, it needs more cover, alcoves, etc. as well as details like trash and stuff. I'd like to see a birds-eye view of the layout. The garage/loading dock area looks pretty good from a brushwork standpoint, but again, there's not much to go on from these screens.
The tree would also probably have more leaves around it's base, maybe even a raised pile, or they could be raked off to the side or something, maybe even model some waste bags full of dead leaves. Right now I see a ring of leaves around the tree as if a forcefield stopped them from landing right next to it. Check out the piles of leaves in cs_militia for a good example.
o
Re: cs_storage
Posted by reaper47 on
Fri Sep 1st 2006 at 12:26pm
Posted
2006-09-01 12:26pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
I'm looking at these screens as an "early draft" in which case they are excellent.
The first screen can't quite compete with the other two. One of the walls should be higher and it already needs a little more detail (maybe windows?) even in this early state. It's also too shady and boring lighting-wise. Add some lamps.
The shapes of the roofs in the second and third pic are well done. The lighting works. I'd up the lightmap resolution for the outside floor to 4 or so. The power pole would throw a sharper shadow then which should look interesting.
Re: cs_storage
Posted by Naklajat on
Fri Sep 15th 2006 at 4:52am
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Those beat-up cars make really awful cover, because you can see the enemy, but in most cases cannot shoot them because the hitboxes of the car models don't match up very well, and block bullets in places they shouldn't.
I agree with reaper47 on, well, everything he said, but especially the thing about johnstoblog.
o