"Industrial Complex" [WIP]

Reveal what you have made so far and get feedback on development.

"Industrial Complex" [WIP]

Postby Dr Evil on Sat Mar 30, 2013 2:58 am

I've been working on this for almost two weeks now. I appreciate the feedback you guys have given me.

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Since I have added this front/office area to the warehouse, I need a suggestion on how to do the entrance/landing, instead of having just a set of stairs going to it, I tried doing a little porch like thing, but I didnt look right. So I'm interested in some suggestions?

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Re: "Industrial Complex" [WIP]

Postby Jangalomph on Sat Mar 30, 2013 3:53 am

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http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: "Industrial Complex" [WIP]

Postby Armageddon on Sat Mar 30, 2013 4:10 am

Compile it.
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sat Mar 30, 2013 4:23 am

I'll compile it in the morning and throw up some screens
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Re: "Industrial Complex" [WIP]

Postby Epifire on Sat Mar 30, 2013 3:31 pm

Yeah it's getting better with every version you have put up so I am looking forward to seeing it in-game.
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sat Mar 30, 2013 4:32 pm

Some screenies from in game... I still havent decided what to do with the office entrance...

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Re: "Industrial Complex" [WIP]

Postby Epifire on Sat Mar 30, 2013 4:49 pm

Just a couple things I would like to point out...

Lighting: Been doing some reading myself on lighting in accordance to the theme you are going for and one thing I can advise is trying to nail the theme you are going for. Cause colder colors like your whites, blue and less warm colors will help aid a colder theme in general. Outside you have the warm light of the sun but inside the colors become rather cold, so the themes those represent seem to be mixed and feel as such. I always like night themes best but it is up to you, cause lighting can really add or take a lot away from the feel of the map. So matching the two areas while keeping the flow and feel of the map could do the two areas a lot of good, and all just with the lighting and colors chosen.

Otherwise just some texture pointers... The paths in the second picture seem to be to abrupt to the grass and could use a bit more of a different transition, or maybe just a older more beat up texture to complement the surroundings a bit more.

With a few cuts here and there the small room in the last pic could use some transitions on the floor going from cracked pavement to the offices. It is up to you but well defined edges can lend some good detail to areas that are a bit more bland and less defined.
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sat Mar 30, 2013 5:03 pm

Thanks Epifire, I have never been good at doing lighting, its one of my weaknesses while mapping. I also plan to "dirty things up a bit" I want to add some variable hight with the terrain as I build it out. Its not going to too much bigger area wise, but I think I have a good start. Once I get all the brushwork finished as far as the buildings go then I'll start fine tuning on the textures.
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Re: "Industrial Complex" [WIP]

Postby pk_hunter on Sat Mar 30, 2013 5:38 pm

Just another note on lighting, it's very unlikely that bell lamps like that would have daylight-balanced bulbs. They'd much more likely be tungsten.
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sat Mar 30, 2013 5:47 pm

Alright, I'll do some more research to try to get a better feel on how they should work
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Re: "Industrial Complex" [WIP]

Postby Stormy on Sat Mar 30, 2013 9:09 pm

May I suggest less bare concrete in the office? I mean most places at least paint the walls or throw up some vinyl. And the tiles are heaps dirty, the grout is way too thick for an office environment. Also there wouldn't be so many cracks in the warehouse floor, that looks like a thin slab that has been in the sun for 50 years not an internal slab, they are usually a polished concrete. If you're worried about lacking detail then use decals (paint lines on the floor for boundary demarcation, safety alerts etc). Pretty much have a look at your texture choice to see if it really fits the location and your visual direction.
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sun Mar 31, 2013 2:48 am

Well, I plan to change the textures as I develop it out, im not happy with the textures as they are, I'm trying to get the lighting & such done right now
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Re: "Industrial Complex" [WIP]

Postby DonPunch on Sun Mar 31, 2013 5:03 am

textures will change your lighting, its best to save lighting for one of the last steps
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Re: "Industrial Complex" [WIP]

Postby Dr Evil on Sun Mar 31, 2013 12:12 pm

So, I should just remove all my lighting & then do it last?
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Re: "Industrial Complex" [WIP]

Postby jimonions on Sun Mar 31, 2013 12:32 pm

I put in lighting when it is important in illuminating certain areas to see how the layout goes with it.
If you know what you want and you have it then it shouldn't be a problem adding it in as you go.
Leaving lighting until the very end is not such a great idea. even composition lighting is better than nothing.
Just don't forget to go over them and add/delete/change whatever.
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