textureing a room/hallway with pillars

FandoreFandore Join Date: 2013-07-09 Member: 186007Members
here's some progress in a room a i'm currently texturing, i have yet to get to all the proper lighting and detail work but the texture and trim work look nice and in place on most part =), oh and i'm thinking about using blue for power down, what do you guys think ?

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    It's very boxy. Need to make it smoother. Textures are too stretched looking too. I like the pillars though.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    You people
    Why do you all want smoothness?

    My 2 cents: Try to keep the boxiness as a sort of theme, and see how it works out. smooth maps are great and all, but it get's old after a time.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Take a look at the prop browser, you're gonna find some interesting stuff there :)
    E.g. wallmods.
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    I'd say, if you're making a curved surface, you're best off clicking those lines and making them smooth. You can make a theme out of angles, but then you're better off making obvious angles instead of going for curves.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I like it as well. It is nice and clean like a quake map. The fps will be good and you can focus on fighting in these rooms. And the most important part: It doesn't look generic and you can still add details once the layout got tested.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Even if you want boxy, there still has to be some smoothness, or else it comes off as just bad looking. Try giving your edges a very slight bevel. That way, any specular lights will give off a slight glint on the edges and nothing will look like it's made out of cardboard.
  • FandoreFandore Join Date: 2013-07-09 Member: 186007Members
    i'm focusing on layout and texture mapping first, this is without any props or detail. i don't fully understand 100% how to do everything yet but this piece here is only one part of a much larger room. i think, the hardest part is lining up the beams. that took quite some time as for some reason or another, when i lock the textures and try to copy it, it only works partly..
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Yeah, the editor is a BIT capriCious, heHe ;) But if you know all it's flaws and short keys, you will become faster.
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