by mookie on Sat Apr 10, 2010 8:40 pm
The building in the first pic looks pretty nice. A few things stick out though.
The lighting on the second story seems off; even though it looks like the same brick texture it looks so much darker to almost be a different colour completely. I can't tell if it's the angle of the light, but probably it's because those columns and the windows are func_detail (or props). You can probably fix that just by splitting the brick brush into separate pieces where it's covered up (and maybe retexturing it there with nodraw). I think with at least the columns on the corners, you may as well move them to world and run a hint across the front of them, that way the windows on each side will be in a small leaf that won't be visible from around the corner.
The join between the tops of the columns and the same-textured brush right above is missing some definition. These faux-columns don't necessarily need a capital, but if they were recessed a few units, or a slightly wider brush were put just below the one they touch, it would probably make a noticeable difference there.
I didn't notice it at first, but it seems weird the way the brick under the window on the first story runs into the door. Maybe a narrow piece of brickwork separating the door from the windows would look better.
Recessing the first story a few units and putting columns just on the corners might strengthen the look of the building as a whole (then again it might not).
It looks like the door is flush to the sidewalk level. In the previous version most of the building façades had a little trim along the bottom of the texture. Either one will probably benefit from a separate brush for this which sticks out just a little (or a single step up off the sidewalk in the case of a door).
I'm not sure how close you are to being done with this building, but a decal on each awning or one in each window would probably do it.
It might be good to replace or redo the sidewalk texture. It's a little repetitive with cigarettes as you stand over it, and as you look down it one way the way it sways back and forth is repetitive also (never noticed this before since I didn't have AF on). One that's more irregular (like nearly random stones) or very neat would probably do better. Whatever you go with, you could make a clean version and a dirty version, and turn short pieces into displacement to blend between the two. Turning them all into displacements would be nice, but probably too expensive.
Looking at the third screenshot:
The ledge between the first and second stories seems very prominent. Probably the first story should be wider (or more wider) than the second, or maybe the ledge just doesn't need to be as wide. I can't quite tell what doesn't look right about it, maybe it's the particular angle of the screenshot. Back in the second screenshot, the very same ledge seems OK.
Also, with the top being only one story (instead of a second and third story), the way it's built up makes it look unnaturally tall compared to the first story. You could re-arrange it, but sinking the sidewalk here to make the first floor be several feet below street level might be an interesting option.
Now that this all looks to a single building, I'm not sure having three corners along the right side here works.
If it's still the same texture going all around, I noticed that the ladder is nearly invisible against it.
The apartment looks pretty nice, especially the green wall texture. Putting a small doorjamb in the doorway, and changing the textures around it would probably separate the two rooms a little better than just using the corner. Not sure if you're done yet, but having the wood floor run into the bathroom looks odd.
The lighting could be a lot stronger in the kitchen, and the fluorescent lights don't really seem to fit the ceiling. This area looks clean and nice generally, so that the dirty oven and fridge (I think that's a fridge) really stick out. The far wall, and maybe the right wall, would probably have some kind of cupboard or shelf. Also, it doesn't seem normal to have a fridge at the inside corner of a counter like that, since it cuts you off from the countertop in the corner.
I can't really tell from this angle, but the sign for la Boulangerie looks like it should be more separated/defined from the brick wall behind it. Not sure if it's stock or custom, but the Golden Oceans sign looks great.
On the front of the building in the middle with the apartment in it, it seems like the windows would be spread out more evenly so the space between them is similar to the space on each side. The top of this building seems excessively large and ornate.
The new look from T spawn looks nice. The building on the left there could use maybe a logo on the glass or something.
"When you mess up, it makes me feel better about me." -- Vince Masuka