Re: Test
Posted by Flynn on
Sun Jan 21st 2007 at 10:47pm
Posted
2007-01-21 10:47pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
Okay I'll edit that bit out. Gee I'll have to look up what "abase" means first before I can reply to that one. EDIT: Okay I looked that word up and I don't know what to be humble about really. The reason I said that I don't normally like to accept help is because architechere (I can't be arsed to look that word up) is a very personal thing and it is also what I need the most guidance on.
Just Kidding
Just Kidding
Re: Test
Posted by fishy on
Mon Jan 22nd 2007 at 2:17am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
cubemaps aren't that important as far as how most screenshots will look, but lighting certainly is. lighting will help people to see the depth and shape of your architecture, and will result in more accurate feedback. if you're not too confident with lights and haven't played around with them much, then do, and you'll be pleasantly surprised at how much a few of them can change the feel of an area. even if you only mess around with a light or two every time you compile, you'll soon get a feel for the various settings.
i eat paint
Re: Test
Posted by FatStrings on
Mon Jan 22nd 2007 at 3:57am
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
on top of the other comments, your supports for the vehicles that are being worked on seem to be fake, i would imagine the combine having something a little less primitive and block looking [/2cents]
Re: Test
Posted by RedWood on
Mon Jan 22nd 2007 at 6:05pm
RedWood
member
719 posts
652 snarkmarks
Registered:
Sep 13th 2006
Have u thought about mounting the gun ship vertically? like they did at the end of HL2 when you were riding through the citadel. the brooken concrete around the landing pad is a nice touch, but maybe you could raise it to about chest level while still making it look like the combine has placed it there.
A full compile with the the props included would help.
Re: Test
Posted by Flynn on
Mon Jan 22nd 2007 at 6:24pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
You mean the helicopter right? No I haven't thought of that, but I think it would suit the flying bug thingy. I don't honestly remember seeing any gunships mounted in the Citidel. Oh well. I'm still kinda blurry on what you mean by "gunships" normally it would be helicopters but in H-L 2 the flying bugs seem to be refered to as gunships also...so. But making the platform higher up is a good idea :smile: Thanks.
Just Kidding
Just Kidding
Re: Test
Posted by RedWood on
Mon Jan 22nd 2007 at 8:04pm
RedWood
member
719 posts
652 snarkmarks
Registered:
Sep 13th 2006
Ya, thats what i meant. I wasn't sure of the name ether.
Re: Test
Posted by Flynn on
Mon Jan 22nd 2007 at 9:25pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
Okay, thanks for that clarrification Redwood. So, anyone, about that hight variation?=b
Just Kidding
Just Kidding
Re: Test
Posted by FatStrings on
Tue Jan 23rd 2007 at 3:40pm
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
to add: the building looks to centered and solitary, maybe you could put a street going off and add a couple more buildings like it, this would fit more and add the effect that your staging area might be next to a residential area in a city[/2cents]
Re: Test
Posted by Orpheus on
Tue Jan 23rd 2007 at 10:49pm
Posted
2007-01-23 10:49pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
You can add depth by adding sections that are only visible with some effort. For instance, you climb a rock pile to a small hole that leads no place, but you can see vistas beyond.
Windows to nowhere work too. Doorways opened a crack... Barriers made of rod iron.
Smoke on a horizon too.
The best things in life, aren't things.
Re: Test
Posted by FatStrings on
Wed Jan 24th 2007 at 3:30am
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
i like the new warehouse, you might add some details, like damage or something to it though, just for artistic effect
Re: Test
Posted by FatStrings on
Thu Jan 25th 2007 at 2:36pm
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
the building on the right cuts off in a weird way, it looks unnatural, try not to make it look like it just stops, make it continue to the side so it looks like theirs a world out there, maybe add another building to the right of it
Re: Test
Posted by Flynn on
Thu Jan 25th 2007 at 6:44pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
Sorry I'm not quite sure what you mean Reaper47 :razz:
Just Kidding
Just Kidding
Re: Test
Posted by Flynn on
Tue Jan 30th 2007 at 10:26am
Posted
2007-01-30 10:26am
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
Yes but things like radars the Combine would have taken away already.
Just Kidding
Just Kidding
Re: Test
Posted by FatStrings on
Wed Jan 31st 2007 at 2:38pm
1242 posts
144 snarkmarks
Registered:
Aug 11th 2005
Occupation: Architecture Student
Location: USA
Instead of creating a whole wall of slats, you might consider a single bunker stile horizontal slat, since this is a military base that would cause it to feel more impregnable, if that's what your going for
Re: Test
Posted by Flynn on
Wed Jan 31st 2007 at 6:31pm
Flynn
member
454 posts
695 snarkmarks
Registered:
Oct 1st 2004
Location: England
I'm sorry...I...don't...quite...get...what...you...mean...Fatstringz...dying...
Just Kidding
Just Kidding