There should be no objections, only suggestions. This is your map not ours. I'm glad to see some further and enhanced optimization, it means the map will be only that much better.
Printable View
There should be no objections, only suggestions. This is your map not ours. I'm glad to see some further and enhanced optimization, it means the map will be only that much better.
I was against having to remodel the whole fucking thing at first, but things are looking much better already.
MUCH better.
Currently I have the streets done (nice and even now) and I'm working on the parking garage.
The map has also had a bit more realism included as far as the street layouts go. I don't have the road going all the way up to the escalators like I did before; now the street has a tiny little plaza area for drop-offs/pick-ups/u-turns.
Similarly, the entire area by the hotel has had a remodel as well; I mirrored the streets and now I'm having a sidewalk lead to the park with the same sort of plaza area for U-turns near the park entrance itself, something which I feel is much more realistic.
I'm actually happy I've been able to squeeze things into this map I didn't know where to put them before (parking garage, Superintendent tunnels).
Renders will come once I get this parking structure close to finish.
Hopefully they're better. :p
Let's try again.
http://i435.photobucket.com/albums/q...kinggarage.jpg
Things going off to either side are monorail tracks, shield generator is just there to show why one side of the garage is so bland (so people don't escape the map).
D-D-D-D-DOUBLE POST
http://i435.photobucket.com/albums/q...westgate-8.jpg
What's with the weird graniness in the renders :S
Looking nicer though :)
Urgh stop clay rendering...it hides your errors and reduces discernible detail. You have misaligned vertices, you've chosen a VERY poor place for the street lamp (that intersection with the wall is just... what were you thinking?), those planter type things you have on the side of the walls are actually what the lamps should be in, and they are modeled too low (should be level with the wall, also wrong shape), and your planter on the terrace foreground is some weird, ambiguous shape (the one in the concept art looks nothing even remotely similar to that, and i'm not even sure how or why you'd come up with a shape like that), and you have some very severe changes in wall thickness all over the place.
You really really really need to pay more attention to both the concept and how you're modeling. You're getting closer to the odst style, don't let your modeling kill it.
The "planter" things on the walls are going to hold streetlamps eventually; I took them out to remodel them.
Other points have been duly noted, thanks.
TBH your only problem is that things aren't all lined up. The top of the wall on the right side is not very consistent and changes width a bunch and a few other things in the picture are a skewed or out of line.
Render time: 0:24.
Skylight with Automatic Exposure Control/Camull-Rom filter FTW. :p