Office area:

Different angle

Corridor:

More office:

Stairs:

*NOTE* Lab area still needs a lot more work.
Lab:

T-Spawn:

Ladder down stairs:

Outside:

More Outside:

It is currently Fri May 31, 2024 4:15 am












Hollow wrote:It's alright for a first real effort, but you have to seriously work on your lighting and geometry work. it's all very muted and blocky. Get creative with props, and reference photos (it helps so much) I've not really seen offices like that in real life.
picture 5 with the stairs is a big offender of bad design. The stairs are too steep, no real railings etc.
And the T-spawn with the forklift, its a very open bland area, not really sure whats going on in there.
Try and use more varied ways of lighting areas-the projection of the source (underfloor lighting, spotlight, lamps, panels)



Hollow wrote:The Office area looks best atm yeah. But it still could be vastly improved. For example, the corners of the desks could be a 90 degree curve, make pillars and do the same, have nice curved edges. It helps to break up the room aswell.
Also a good trick with giving an office extra detail is making a 'false' ceiling. I.E, have panel frames below the actual ceiling {its fine if you need to raise the real ceiling up by 32 units or so) and then have pipes and cables above the panels, wires hanging down etc.
With lighting, try to stay away from totally white lights. It usually ends up looking pretty nasty due to the way the source hits the walls. Even in the bright office areas, you can give the lights a slightly blue hue. Also adding sprites, or env_lightglows always makes it look prettier.
for example:
Lowering the brightness can also soften the overall look of lights, making things feel calmer.
Look into Constant-Linear-Quadratic theory (their in the light settings)
http://developer.valvesoftware.com/wiki ... ic_Falloff
Its basically an explanation of how fast light falls off from the source.
If you use it correctly, you can take advantage of interesting lighting techniques like mood lighting



Ark11 wrote:Looks great for a first map, in the picture of the 'stairs' the lighting on the steps is needs to be fixed. Right now, it's just a giant black blob. Also, in the picture of the 't-spawn' you should re-make those rock faces with displacements (unless thats too advanced for you, not to be condescending). Other than that, it looks like a fun map. Hope to see more work out of you!



Hollow wrote:Looks alright there, but try and use a blend texture, if you can. One with detail sprites. It will looks smexy then


k1no wrote:Hollow wrote:Looks alright there, but try and use a blend texture, if you can. One with detail sprites. It will looks smexy then
What exactly are sprites and blend? : X I know sprites are an entity but how exactly do I used them and what do they do?






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