even based off of it, you completely missed the style and shapes of things.
I'm going to take a closer look at those pieces of concept art, but, what, exactly, am I missing? I thought I had captured the feeling of New Mombasa pretty well. I had bought The Art of Halo and The Art of Halo 3 just to look at the human structures and try to base a lot of my structures off of them. I just want to know exactly what's wrong so I can improve it.
What's wrong with them? A lot of the textures you see in those pictures are from Domain, although there are a few custom ones. For some reason, the lights on the escalator and such just glow a bright white when I render them, even though they have a bit more detail to them. Can you point out which ones are wrong so I can replace them/work on them, please?
I can't really make changes unless I know what's good and what's bad.
None of the textures match the theme in the concept. All of them are extremely bland. They just feel like solid colors except for the terrible concrete tile and road texture. The road texture doesn't even look good. It doens't even look like asphalt.
http://capitalpave.net/images/Asphal...bon_Curb_H.jpg
Thats how asphalt looks.
http://media.merchantcircle.com/2168...ad_medium.jpeg
Its shiny and smooth with only small grainy pebbles.
http://magma.cs.uiuc.edu/cs440/hw/hw1/road/road2.jpg
Now there are grainy asphalt roads but the general texture of it is still much smaller and smoother than yours.
http://xbox360media.ign.com/xbox360/...1013611993.jpg
Atleast pay attention to the theme you are trying to create when making the textures next time please?
The billboards are good though![]()
Your sign is more like a grave marker than what's shown in the concept art. in the art, the ends are half cylindrical, and have two boxy fin type things at the top. The human architecture also has a lot of supports jutting out, supporting balconies. Take a look at the entryway of "makura body". See how it uses quarter-cylinders at the top that taper inwards? Above that is the structure with two panes of glass, one at 45 degrees to peer downwards through to the street. Below "makura body" is another tier of shops. that semi-circle is the overhang of another storefront. The fallen palmtree behind the car is a tier below it. The street level of the car and the "makura body" shop area is the same height.
The streets have shallow curbs and the street itself does not bank like yours appears to. Neither is it that asphalt texture you have. Detials such as the slope at the crosswalk also neeed to be accounted for. Look at the super structure in the background behind "makura". Do you see the design language there? You haven't incorporated any of the desing language into your map at all. I know it's a painting, and somewhat soft in areas, but it is by no means vague, so you can't really use that as an excuse. The style of human architecture is pretty well defined here.
this really, more enviromental factors like vegatation, more destroyed scenery for the feeling, some fire effects and ofcourse, lightrays modelled as transparent scenery for static lights apart from emitting sources.
i think you could make it look alot better if you consider those minor looking factors, lastly i do have to agree it's a bit claustrophobic which is one of the reasons i liked ODST (yes i played it on my xbox, hardmodded one, thanks to french people who leaked it lmao) all the maps are ROOMYno map feels like that underground map...putput or whatever it was called ratrace or so...
Barring any unforeseen delays, Gridlock should be ready for its first alpha test by Sunday.
I am currently sealing the last of the holes in the map (that's what he said) as well as upgrading old textures/making new ones based off of references from the ODST footage I've seen. Final UVWs are being made, followed by smoothing groups.
The streets have been UVW unwrapped; however, the texture is too low-res for any kind of lines on the roadway to look nice. I will attempt to get them in SOMEHOW (possibly as a custom scenery, or as a plane overlay, similar to the graffiti). It looks absolutely fine on its own, but the lights themselves are simply too small of a detail to make it look nice. One of Domain's massive issues was my LOLHUGE 4096x4096 texture for the pavement which lagged everything. It only made it in because I wanted to place that yellow circle by the Hog spawn, and it was the simplest way to do so. Now I've learned my lesson, and the highest-resolution texture is a 1024x1024 one (the street's UVW unwrap).
For those who complained about Domain's lack of different textures:
Domain = 49 separate textures (not counting graffiti).
Gridlock = 110 separate textures (not counting graffiti), and I'm working on a few more now.
More detail has been placed into the map, as well.
Current triangle count: 17,137. Portals have not been placed yet, but will be implemented soon.
After the map has gotten ingame, I'll begin fussing about making custom scenery, notably phones and stoplights.
Here's my current timeline:
- 9/17: Finish sealing holes/making tiny details. Place lots of lights so people don't think it is "too dark". Finish texture work. Use playerclip to make sure Inferno doesn't try escaping the map again.
- 9/18: Fix any errors preventing it from getting ingame. Place graffiti.
- 9/19: Run radiosity while I'm on my date. Make some scenery/populate once radiosity finishes.
- 9/20: Private alpha. Find gamebreaking bugs, begin to fix them.
- 9/21: Make Gridlock Public Beta Modacity thread. Determine best date for Public Beta.
- 9/22: Bitch to self about missing release deadline, yet at the same time feel accomplished for at least getting the damn thing ingame. Play ODST.
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