CrAzY_AsS_TaCo
Sep 22 2004, 04:06 AM
NetBent
Sep 22 2004, 04:14 AM
First ever? Nice. Keep working. I'd like to see what you did outside the window.
DarkATi
Sep 22 2004, 04:23 AM
Yellgrey... *shiver* the new Wall_Lab...
~ DarkATi
CrAzY_AsS_TaCo
Sep 22 2004, 05:03 AM
I quite like the new wall lab, it has a quite unique feature.
HanzGrub3r
Sep 22 2004, 05:31 AM
Crazy - Slightly off topic and a little stupid - but "first readyroom ever" ? I've seen lots of readyrooms
CrAzY_AsS_TaCo
Sep 22 2004, 05:50 AM
shoulda seen that one coming
DarkATi
Sep 22 2004, 07:08 AM
| QUOTE (-=CrAzY_AsS_TaCo=- @ Sep 22 2004, 12:03 AM) |
I quite like the new wall lab, it has a quite unique feature. |
Everyone thinks that apparently... I think, "Uch!" fugly.
~ DarkATi
Kester
Sep 22 2004, 07:34 AM
i think u need to put alot of work into ur texturing alignment and choice
Jezpuh
Sep 22 2004, 02:46 PM
ATI, yellgrey > you.
Kester
Sep 22 2004, 02:59 PM
to be honest after looking at it properly, i think u shud delete it all
you need to work on ur texturing alot, your alignment is off on almost everything.
your brush work is at best average, use trims on the edges of floors where it suddenly drops, or use a texture that ends with the brushwork (last pic by pit)
the pipe in the first shot shud either be a func_wall or u shud put a flange (making this a func wall) at wither end where it touches the wall (this will stop the brush cutting into the wall and giving the weird light effect u have where the top pipe touches the wall
ur lighting seems weird
u have spots (in the last pic) emanating from either nothing or just a basic light, not one that wud cause the spot u have, also in the same pic, the tex lights need to be done better on the back wall, use an overlay
I really can't stress it enough that u need to work on ur texturing, each time i look at the pics something else stands out as being done badly
raz0r
Sep 22 2004, 03:25 PM
| QUOTE (Kester @ Sep 22 2004, 04:59 PM) |
to be honest after looking at it properly, i think u shud delete it all
you need to work on ur texturing alot, your alignment is off on almost everything. your brush work is at best average, use trims on the edges of floors where it suddenly drops, or use a texture that ends with the brushwork (last pic by pit) the pipe in the first shot shud either be a func_wall or u shud put a flange (making this a func wall) at wither end where it touches the wall (this will stop the brush cutting into the wall and giving the weird light effect u have where the top pipe touches the wall
ur lighting seems weird u have spots (in the last pic) emanating from either nothing or just a basic light, not one that wud cause the spot u have, also in the same pic, the tex lights need to be done better on the back wall, use an overlay
I really can't stress it enough that u need to work on ur texturing, each time i look at the pics something else stands out as being done badly |
looks fine to me
SamR
Sep 22 2004, 03:34 PM
| QUOTE (Kester @ Sep 22 2004, 02:59 PM) |
| the pipe in the first shot shud either be a func_wall or u shud put a flange (making this a func wall) |
Did you say ... flange?!
Kester
Sep 22 2004, 03:56 PM
| QUOTE (raz0r) |
looks fine to me
|
really, is it only me that thinks this needs soooo much work done on it, and wud probably better just to delete it and start again?
samr - yeah y? there a problem with flanges? =]
Thaldarin
Sep 22 2004, 04:10 PM
| QUOTE (DarkATi @ Sep 22 2004, 05:23 AM) |
Yellgrey... *shiver* the new Wall_Lab...
~ DarkATi |
Thats not what you said about co_tyr ...
CrAzY_AsS_TaCo
Sep 22 2004, 11:22 PM
hmm wasnt quite what i expected, but if people say that its not up to snuff, am with that. Thx for the tips
Some_tall_guy1
Sep 23 2004, 08:28 PM
Hello my friend, whom I do not know...
Pretty much you need to work on your texture alignment in a lot of places and use some overlay textures. I'll show you how to do that next time I'm over. Don't delete it, this is by far the best thing I've seen from you.
clownfayce.
TOmekki
Sep 23 2004, 08:37 PM
its a good start but you still have work to do.
architecture looks promising, though i cant really judge it from these screenshots. textures: like darkati, im no fan of the yellgrey series. try to experiment with different textures. also that striped grey floor texture is... interesting. i suggest you look at that as well.
lighting is just too bland and white, from these shots id say that red lights could (and would) go well, but it would feel too ns_metallish. i dunno.
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