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Old 06-14-2012, 10:34 PM   #6021
Fr0Z3n
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the lighting seems to bright up against the left wall, and/or that wall is reflecting more than it should. I'd think they should be more brightness along the wall facing the camera on the left side.
 
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Old 06-14-2012, 11:38 PM   #6022
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http://dl-web.dropbox.com/get/2012-0...jpg?w=33472164

There's no decals or neat smoke particles here either because i run tf2 in directx 8.1 or they're somehow disabled
i'll test it out on another computer later, too tired for right now

and whoa there's a rogue light entity making blinding concrete lights, i'd better fix that
 
Last edited by PDT; 06-14-2012 at 11:50 PM.
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Old 06-14-2012, 11:41 PM   #6023
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Your image is broken.
 
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Old 06-15-2012, 12:59 AM   #6024
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I think the lighting is ok on the left wall but the problem comes from the orange door. It seems to be too saturated or reflect too much light. It doesn't seem to fit with the rest of the image and pops too much out.

The doorway on the middle looks like a metallic elevator door with some painted art.

http://dl.dropbox.com/u/37253888/ran...e/55h1kl1p.jpg Edited some comments on the image itself.

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Old 06-15-2012, 10:43 AM   #6025
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The colors on the walls look too bright and clean compared to how dilapidated the rest is, especially the door.

Edit: It wasn't until I saw Tom's post that I realized that wasn't a metallic elevator door.
 
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Old 06-15-2012, 11:12 AM   #6026
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Quote:
Originally Posted by Rexy View Post


Still cracking away at this...
Hey Rexy, why do you have different sized bricks - top to bottom? You almost never ever see this in cinderblock buildings.

It looks great and I wish I could get back into my 3Dstudio Max stuff - but when I was looking at it I thought - really great image but what is it that's throwing it off just a touch - maybe it's the different sized bricks.

or maybe do the small ones the 2 rows of the larger cinders (for the rainbow) and then same ones on the bottom on the top to give it a continuity feel to it.

also make the rainbow a little older by destressing it a bit. there's also that 1 ceiling tile that's perfectly straight even tough something has come down from the cieling to bend the post - maybe it should be angled slightly?
 
Last edited by Kill_the_Bug; 06-15-2012 at 11:17 AM.
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Old 06-15-2012, 02:14 PM   #6027
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ITT: we nitpick rexy's photorealistic render that most people would struggle to differentiate from reality.

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Old 06-15-2012, 02:26 PM   #6028
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My only problem with it is the bump mapping on the polystirene tiles. It's unnecassery and makes the tiles look repetitive, even though they probably aren't so identical if you look at them from a less acute angle. Polystirene tiles are usually flat and it looks weird that they have that shadow.

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Old 06-15-2012, 03:08 PM   #6029
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Blu spawnroom !



I have a playable version of the map but the bsp makes 120 Mb, need to check my lightmaps !

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Old 06-15-2012, 03:27 PM   #6030
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Quote:
Originally Posted by 3Dnj View Post
Blu spawnroom !



I have a playable version of the map but the bsp makes 120 Mb, need to check my lightmaps !
This looks awesome. I love the view of the skybox through the window!

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