Details in the dark
ChromeAngel
Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
<div class="IPBDescription">Atomicmass update</div>I've started the second pass of ns_atomicmass, adding details, tweeks etc.
Two pictures for you, not gamma corrected so they're rather dark.
1. The cryo-chamber (Did you hear something moving back there?)
Two pictures for you, not gamma corrected so they're rather dark.
1. The cryo-chamber (Did you hear something moving back there?)
Comments
I'll be waiting for more... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
I liked the papers on the floor in the second shot. It gives you the idea of people running out of there in a hurry. But the coffee mug seems to detract from it, somehow. Maybe it should be a solid color? I'm not quite sure.
But that first shot approached perfection, and stroked her cheek.
-Ryan!
I generally avoid temptation unless I can't resist it.
-- Mae West
I suggest making the coffee mug a darker, soild, color. That way when you enter the room the coffee 'mug' (in this case, class) isn't as bright as crystals.
The cryo chamber is sweet, but could ou make some of those lights flickering flourescent? and some varying light to show off the dilapidated state of some of them?
w_polys are fairly high in the cryochamber, but if I can do it properly there might be monitor screens added over the pods.
<!--EDIT|ChromeAngel|Sep. 09 2002,22:11-->
I would suggest playing around with some different textures for the main cryothingies that run down the room. The actual brushwork is sweet, but the drab grey texture just doesn't excite me.
Good luck with the level, it's looking great.
1. Cryopod details not shown in previous picture
Definitely make the mug solid. I'd suggest 5-7 sides, but clip it into the floor *just* a little, on an odd angle; it'll make it seem more like a circle. Also, remember that a round mug that falls on the ground will roll until its handle touches the ground and stabilizes it.
It looks great, and make the coffe mug more curved if you can..... Nice ideas overall keep up the work..... And..... Yea.... MORE SCREENIES!!!!!!!!!!!! :DD
As for the mug: Try to get a modeler that makes you a mug-model with a TSA-Logo on the mug. Looks much nicer and saves w_polys...
--Scythe--
<a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
Some custom textures for them would be super. Some controllboard on the side with lots of glowing red buttons maybe?
Allso, the room around them is a little dull make some cool turns in the ceiling and make bevels between the walls and cryos.
I'll probably re-build that hive room from scratch it had too many issues to be worth fixing...
About the cryochamber room being rather basic, the wpolys are so high and with the particle system running it might make some machines keel over and die, if I added much more detail. I have to allow for the players setting up some defences for the resource node in there.
2 more pics!
1. 7 sided, opaque mug (handle resting against table thx coil)
<!--EDIT|ChromeAngel|Sep. 11 2002,14:27-->
I would suggest maybe a "frostier" texture on the windows of the cryogen tubes, maybe something that almost looks translucent. Other than that I love it, especially the coffee <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
One thing you really need to fix though - make it a LOT brighter. It's far too dark as a whole. You might be able to get away with it if it's just this room that's so dark (And that wouldn't be so bad because people would be sillouhetted against the mist anyway), but if the entire map was at that light level then that would be a definate problem.
The cryo pods are rockin' awesome, but the hatches look too unmechanical. You gave them a scratched metal texture... I would consider giving them a clean texture, and maybe add 1 extra vertex in them so they don't look like big metal slabs.