Map Battle 43 - Limitation

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Re: Map Battle 43 - Limitation

Postby Zipfinator on Sun Mar 14, 2010 6:21 pm

I'm going to try to mix a bit more of the blue Color Correction in because I liked it a lot better that way. I'm going to keep the new lighting system though. It'll look better once I've got the aesthetics of the light source sorted out.

Anyway I might update later today. Didn't get much done yesterday because I was working on something else but I have some new things I need to start testing.
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Sun Mar 14, 2010 8:08 pm

Got a sprite system and a model on the lights and tested out some new Phong settings on the pipes. Better or worse?

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Going to try out some ceiling details now.
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Re: Map Battle 43 - Limitation

Postby MáØ on Sun Mar 14, 2010 9:13 pm

Sorry for fullbright, I just wanted to test this skybox... really doesn't seem up to the standard of the rest of the map but maybe I'm just being too hard on myself.

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Maybe try without the water?
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Re: Map Battle 43 - Limitation

Postby vcool on Sun Mar 14, 2010 10:19 pm

Zip the button top right looks out of place. Also top left - the purple pipe looks out of place as well since it doesn't appear anywhere else.

Mao - your pillar texture doesn't seem to tile

It looks like a start but I'm not sure what it's going to be.
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Re: Map Battle 43 - Limitation

Postby Armageddon on Sun Mar 14, 2010 10:28 pm

Mao you need to make a sky box card of Italy. It's just a map battle right?
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Re: Map Battle 43 - Limitation

Postby MáØ on Sun Mar 14, 2010 10:46 pm

vcool - With the shadows you really can't see one of the pillar sides that well, it looked fine last full compile.

Armageddon - Lack of photoshop makes cards almost impossible ;p
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Sun Mar 14, 2010 10:56 pm

I'm starting to think I won't finish completely for the battle but it will still be in a presentable state. I guess I'll focus on the models that I can't use Portal placeholders for and focus on making quality replacements for them when the battle is over.
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Sun Mar 14, 2010 11:37 pm

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It doesn't look too great right now but I'm going to reskin the models with a chrome-like texture. I think it'll fit in well then.
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Re: Map Battle 43 - Limitation

Postby YokaI on Mon Mar 15, 2010 12:57 am

Major Banter wrote:
On a side note, bad luck! Damn! That makes two or something who've dropped out, which is a pain in the arse. Not happy with the way this is going, just not enough people; if you lot can chuck some good suggestions into Suggestions 2 then that'd be great.


Maybe if you extend, I'll at least TRY to make it look presentable... :| Otherwise, sorry, I know it's a hassle.

EDIT: nvm, went back a few pages, clearly an extension is mentioned. maybe in a few days then.
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Mon Mar 15, 2010 2:37 am

New Color Correction. I'm going to re-texture the ceiling fans next.

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Re: Map Battle 43 - Limitation

Postby source-maps on Mon Mar 15, 2010 2:41 am

yeah you should totally make those ceiling fans white-blueish :D
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Mon Mar 15, 2010 2:46 am

I'm going to try out a chrome texture first.
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Re: Map Battle 43 - Limitation

Postby Jman on Mon Mar 15, 2010 3:21 am

I think you should add a bit more detail to the wall textures themselves, the seams between blocks just look like black lines and the base texture looks like render clouds put through the sponge filter.

It looks oddly dirty I'd say.
That's all that bugs me about the scene. :[
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Re: Map Battle 43 - Limitation

Postby Zipfinator on Mon Mar 15, 2010 3:24 am

The seams are definitely not just black lines and I used a few reference pictures from CGTextures to get the base for the textures. I agree that the seams aren't the best they could be. If there's time I'll redo them but I'll probably redo them in a week or two after the battle is over so I can get other things done for the scene by then.
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Re: Map Battle 43 - Limitation

Postby Jman on Mon Mar 15, 2010 3:34 am

Maybe the detail I'm looking for is a more defined normal map.

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The areas marked with 1 are good examples of areas that could benefit from some depth, they look incredibly flat at the moment which makes the seams look like black lines.

The area marked with 2 is a good example of an area where the wall texture looks odd and somewhat "dirty."

If you're using normals for these textures it appears that they're not strong enough.
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