Now Ive Learnt The Basics I Want Stuff 2 Look Gud

SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
<div class="IPBDescription">a coridoor ive made</div> i'm trying to make stuf that dont look crap basicly i'm practicing neway this is a screeny of what ive done 2day feedback please <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

<img src='http://www.angelfire.com/ns2/snake_ub/untitled1.jpg' border='0' alt='user posted image'>

Comments

  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    Very nice.
    The rims along the edges of the floor are good, aswell as adding some interest to the ground surface which sometimes lacks in detail.
    The faction of the floor that has been lodged out looks good, but try thining it as it looks a tad thick..or add a nice rim texture.

    The roof is interesting, although I cant really see what is on the lowered part, except from some cables which again is nice eye candy. What I suggest is to add metal grates in the lowered roof part so the player can actualy see the nice arching proper roof, which connects both.

    The lights along the sides of the walls are good and different. The design is nice and modern adding to the futuristic space feel <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    watch out and do overdo the use of green lights, it could be dangerous. The top of the roof might be a bit bright, tone it down.

    At the moment this is looking very nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Looks nice, however, those 966 polies are not. They're probably coming from those holes in the wall. Carving with a less detailed shape works well, and you probably carved them all from the same brush. Don't. Split the large wall brush up into smaller pieces, with sections in between each hole, then carve it, and it'll drop your w_polys like a stone.
  • IndicaIndica Join Date: 2003-08-18 Member: 19927Members
    that aswell <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited September 2003
    What if i make all the details func_wall would that help much although light goes through func_walls so i havnt used any there


    Could the high w-poly be due to the room i added at the end i mite try adding some sort of vis blocker at the end

    i did cut up the brush into smaler bits for most of my carving but thankx 4 the tip
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Dont carve. It looks like most everything is carved in that shot. On a rare occasion the clip tool might be usefull, but there is <i>nothing</i> that carving does that cant be accomplished with vertex manipulation. Do a little test...rebuild the same exact hallway without using carve. That same shot will be about 200-300 Wpoly.
  • GosutoGosuto Join Date: 2003-09-01 Member: 20454Members
    Looks nice hope to see this in action soon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    it is all carved due to me being a semi nub mapper and vertex manipulation allways gives me problems anyone know any good tutorials on it?
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    The best tutorial IMO is to just mess around with it yourself...

    Besides, its not to hard, just dont try to make too complicated brushes.
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    ive taken your comments/tips on board and ive managed to considerably lower r_speeds by using vertex manipulation in place and by using some func_walls

    heres some pics
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
    edited September 2003
    Edit: oops forgot to attatch pic in next post
  • SnakeUbSnakeUb Join Date: 2003-07-02 Member: 17871Members, Constellation
  • absenticabsentic Join Date: 2003-09-03 Member: 20517Banned
    make the ceiling darker for skulks he he <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • farcryfarcry Join Date: 2003-06-22 Member: 17614Members
    those blocks in the roof look quite out of place to me... mabye just put some sort of mesh?
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