This looks nothing like what you normally wake. I fear change.
This looks nothing like what you normally wake. I fear change.
My bible.
Dat pagestretch.
I img_thumb'd everything for ya.
You should put you monitor is a better res than 640x480 :)
Help me make this better.
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It's already quite nice. It has nice cast light, shadows, enough detail to add life, but not too much. You haven't plastered 16 signs around the door, a little bit of graffiti, textures are nice.
Possibly add something on the back wall, a large bit of junk or a pipe as it looks a little bare, but it isn't bad at all.
See, i can be nice!
Before he img_thumbed everything after I said "dat page-stretch" it was all in a line at: 6144 pixels height.
But I am sure your monitor is much higher res than that.
Also I am on a 1920x1080 screen.
I think the lighting is kind of bland. Slightly changing the colour of the light might make a difference for the better.
Could also use some debris props on the floor. prop_static --> models\props_junk\garbage<numbersgohere>_composite <morenumbersandalettertoo>.mdl are quite nice. Remember to disable shadows on these props or they'll look like crap.
Oh, and the windows really need frames. So does the door. Oh, and the grains of the wood on the sides of the window are pointing in a direction that makes it look terrible.
Also, to those who suggested I add more windows to that thingy, I didn't. I did something else instead. (as I had originally planned)
http://i.imgur.com/AAGUZ.jpg
1650x1050 here...but its only a 19 inch...
The other is a 15 inch...so its only good for tv when im gaming or mapping.
I love my screens.
Gotta improve the windows.
-snip-
Trying to set up some interesting night-time lighting:
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Looks like you succeeded. That looks fantastic.
I was about to say how nice that looks, but then I realised who you are and thought "oh, no wonder."
I wish I could grasp tf2's artstyle. :(
Door/window frames look much better
-snip-
-Wrong thread, sorry about that-
Rocketrascal34/TopHatWaffle is who I follow, though I learned from Interlopers and the VDC. I think the only thing I go to 3kliks for is the water texture video and his light_environment (advanced) video, they show useful texture names/parameters and visual examples.
BTW If any of you lot want someone to give him a talking face-to-face, I live less than 30 minutes away from him. (I won't do anything of the sort, don't worry.)
Brighten up the light coming from the windows and see how that affects the room and its mood.
Haha, me too.
Ironpheonix is reading this thread and someone mentioned 3kliksphillip
get down
Sorry?
I was talking to a contact about a precision drone strike just over 3kliks house...
What's the problem with 3klik's tutorials?
edit:
Bad techniques? Please show me one example and a better technique for that, I'm curious.
They're shitty and teach bad techniques.
Well right from the start, making skyboxes with overlapping edges (i.e. make hollow without going back with vertex editing)
3klik's philip is a master of carve, I mean he can carve your face out of brushes on request, he also does displacements from carve..
So, only listen to ironPhoenix's and FireGod's tutorials I guess?
It seems that I always learn something new every day in this community, this is why I love being there. Thanks for the suggestions!
And firegod...he is a god of mapping really.
Some of 3kliks tutorials are a bit dubious...its why i don't reccommend them, as you can get a bad one.
Needs punchier lighting here but I've started detailing some:
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It's a bit dark for a TF2 map. You should probably add some floodlights or similar to light it up a bit.
This is gonna be good.
It's out of bounds, the concern isn't the overall brightness, but the visual interest of it, which currently is low.
Well I'd say a floodlight would still do, you could create some interesting shadows with it. Anyway add some barrels and crates there to make it more interesting, maybe a small shack by the building.
Also disable the shadows on those bushes to get rid of those pitch black shadows.
They're models with no collision model and it's a quick compile, as such, no -staticproppolys.
Go orange rather than yellow, but I like the cobble-y road texture.
May I ask why you chose the sand texture for the ground?