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Posted

These are all tasteful, detailed scenes. Bravo!

 

(If you are a stickler for realism, the ceiling in the second shot would have to be vaulted or made of wooden boards since individual bricks couldn't support that weight... but let that be the greatest mistake. :))

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted (edited)

Nah - wrong thread - sorry

Edited by SeriousToni

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

Thanks guys :-). Melan, I see what you mean...but I don't think I'll change it for now :P , we'll see how many people complain about it. Bikerdude - about to respond to your PM.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

  • 2 weeks later...
Posted

Nice work, Capela! I often struggle trying to make more interesting geometry than simple rooms and corridors. You could make those vaulted ceilings even more interesting to the eye with a different choice of texture.

 

Just be careful about letting too many of those patches cast shadows.

yay seuss crease touss dome in ouss nose tair

Posted

Nice work, Capela!

 

+1

 

Just some minor things I noticed:

 

Behold the floors. The texture scale is high and the stonework looks inhumanly large. Who laid so large stones?

 

Patch inspector and fixed tessellation might help you save some tris on the arches and the columns. Just reduce the numbers so you get nice looks with minimum tris. Overall, learning the patch inspector is helpful for future patch working, too!

 

Deeper recesses in the walls would make the scene a bit more organic, just a meter or two. Larger recesses would give some nice gameplay effect, giving some space to hide in.

 

Some z-dimension details would help: see how the floor level is constant for the totality of the scene. Just a small elevation change gives a more organic feel. Maybe a small step from the doorway downwards to the larger room. (I learned this one just recently myself: often the mapper gets stuck in just the x,y-plane. Adding some height detail helps a lot!)

 

Just some suggestions, if you feel playing with them would be nice.

Clipper

-The mapper's best friend.

Posted

Returning to my small mapping project:

post-2023-0-76372600-1358718493_thumb.jpg

  • Like 1

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

A combination of

  • models (the generators in the foreground, the steam whistle thing, pipes),
  • brushwork (the tall machine in the centre) and
  • textures (the rectangular machine face with a bunch of dials -- I think this is part of core TDM as of 1.08, and is found in metals>machine).

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted (edited)

These are mod models. You can find them under mechanical.

 

Machine models can be found under mechanical. :D

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted (edited)

Melan - Nice little room, the only thing I would say is that IMO some of the water textures just look terribly bland (like the one being used), I would suggest to everyone the use (almost exclusively) of this one:

 

http://www.youtube.com/watch?v=kyxDtYiuIzk

 

Or this one:

 

http://www.youtube.com/watch?v=ErA4GDzViR0

 

I think the reflections would work quite well in this room, though to be honest, I dont even know how to get that effect going.

Edited by RPGista
Posted

water_reflective texture is the way to go. Anyways, it has a high impact on performance.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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