Re: A bit OTT?
Posted by Nugg3t on
Fri Sep 10th 2004 at 7:27pm
Nugg3t
member
46 posts
15 snarkmarks
Registered:
Jun 22nd 2004
Occupation: Student
Yes, imho. Seems really unnecessary unless you're conforming to some kind of a theme where such unusual curves are common.
Re: A bit OTT?
Posted by JFry on
Fri Sep 10th 2004 at 7:49pm
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
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.
Re: A bit OTT?
Posted by Tracer Bullet on
Fri Sep 10th 2004 at 7:52pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
It looks a bit wierd if there is no reason for it...
Re: A bit OTT?
Posted by $loth on
Fri Sep 10th 2004 at 7:57pm
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
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?
Re: A bit OTT?
Posted by Wild Card on
Fri Sep 10th 2004 at 8:01pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
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.
Re: A bit OTT?
Posted by ReNo on
Fri Sep 10th 2004 at 8:55pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: A bit OTT?
Posted by Cassius on
Sat Sep 11th 2004 at 2:34am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
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.
Re: A bit OTT?
Posted by Wild Card on
Sat Sep 11th 2004 at 5:55pm
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Doesnt seem like much changed. You removed a part at the top of the frame...
Re: A bit OTT?
Posted by Gwil on
Sat Sep 11th 2004 at 6:15pm
Gwil
super admin
2864 posts
315 snarkmarks
Registered:
Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
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
Re: A bit OTT?
Posted by Campaignjunkie on
Sat Sep 11th 2004 at 8:59pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
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.
Re: A bit OTT?
Posted by Campaignjunkie on
Sat Sep 11th 2004 at 10:25pm
Posted
2004-09-11 10:25pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Oh, my bad. shrug :biggrin:
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!