DM_Coastal

DM_Coastal

Re: DM_Coastal Posted by ReNo on Tue Jun 14th 2005 at 12:42pm
ReNo
5457 posts
Posted 2005-06-14 12:42pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Get some screenshots up - people are far more likely to give you feedback if you do :)
Re: DM_Coastal Posted by Pureferret on Tue Jun 14th 2005 at 3:26pm
Pureferret
27 posts
Posted 2005-06-14 3:26pm
27 posts 13 snarkmarks Registered: May 3rd 2005
Thanks, I have uploaded some onto snark pit, I don't know why they aren't showing here... When I get my act together I'm going to host some on Imgshack and put them up.
Re: DM_Coastal Posted by Pureferret on Tue Jun 14th 2005 at 3:29pm
Pureferret
27 posts
Posted 2005-06-14 3:29pm
27 posts 13 snarkmarks Registered: May 3rd 2005
When I made this map I wasn't sure what location to put it in, so I
started working form the inside out, adding here and there every now
and then. I'm not really sure about the outside still.

Loads of stuff is subject to change, so there no point telling me to
fill up the rest of the map :razz: . What I do want to add is a proper
cliff, the sea, more buildings etc. Also I know I need to develop the
brushwork on the building to make it more interesting.
Re: DM_Coastal Posted by DrGlass on Tue Jun 14th 2005 at 3:58pm
DrGlass
1825 posts
Posted 2005-06-14 3:58pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
just remeber to focus on detail brush work. Colloms, supports,
etc. Your rooms are flat and over sized, you need the brush work
to break up the large spaces and create some light contrast.
Re: DM_Coastal Posted by Pureferret on Tue Jun 14th 2005 at 4:26pm
Pureferret
27 posts
Posted 2005-06-14 4:26pm
27 posts 13 snarkmarks Registered: May 3rd 2005
Anywhere in particular? The rooms don't seem that big to me, except the
main storage one, and I can't think how to divide that up....

Thanks!

Edit: Heres a picture of the outside

User posted image
Re: DM_Coastal Posted by ReNo on Tue Jun 14th 2005 at 5:45pm
ReNo
5457 posts
Posted 2005-06-14 5:45pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think your rooms look an ok size, but you need to make them a bit
less boxy wher possible. Follow DrGlass's advice - columns, pillars,
support beams (on that note, the ones you have in the third screenshot
are lit horribly, might be a cubemap related issue), alcoves - all of
these things help make rooms more interesting. If we take the second
picture, you have far more potential to make that "threshold" type
thing more interesting, by perhaps leaving a section of wall above the
opening, and giving a metal or wooden trim that is a little thinner
than the wall itself perhaps. The outdoors area could use a less flat
ceiling line, and that will make it look far more realistic.

Good effort though, keep it up. Looking nice enough for a first effort :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: DM_Coastal Posted by Spartan on Tue Jun 14th 2005 at 8:16pm
Spartan
1204 posts
Posted 2005-06-14 8:16pm
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
You've got some major lighting issues in that 3rd picture. Make sure to
use cubemaps and have them placed in the correct locations.
Re: DM_Coastal Posted by Pureferret on Wed Jun 15th 2005 at 8:21pm
Pureferret
27 posts
Posted 2005-06-15 8:21pm
27 posts 13 snarkmarks Registered: May 3rd 2005
I don't actually know the best place to put cube maps. I've read lots
of tuts about how to raise the cubemaps, but nothing saying where in
the map they need to be.

I have some ideas to liven up the brush work though.... Thanks!
Re: DM_Coastal Posted by $loth on Wed Jun 15th 2005 at 8:57pm
$loth
2256 posts
Posted 2005-06-15 8:57pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
For a first map it looks pretty good, In the outside pic, on the right
the displacements seem a little "out of tune" make it more rounded on
the right where the texture is streched.
Re: DM_Coastal Posted by Pureferret on Wed Jun 15th 2005 at 9:11pm
Pureferret
27 posts
Posted 2005-06-15 9:11pm
27 posts 13 snarkmarks Registered: May 3rd 2005
Yeah, that cliff is aweful, the brush is much longer then it is tall, meaning the points of the triangles are very stretched.

Any good ideas for brush work? I can't think of any places now I've opened the map...