Bast-colony...

TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
<div class="IPBDescription">Discover more of the colony</div>So here is some shot i took in my map Bast-Colony(the name is not final but i want it to have a link with Relic ship's)
so here they are by the way i added some gamma to those shot's in ps6 so they can have the same gamma as ingame i'm not sure if its does the same effect but its brighter <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> and the shot were reduced to medium quality because of forum file size limit so enjoy and the lightning is not final...

Comments

  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    this is a shot of an hallway i'm working on
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    and here is a shot of my "storage room"
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    looks nice so much space to move, xDDD

    ->  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    I really don't like your texture use, and your lighting could use some work, but maybe that's just the PS thing, it'll look prolly better ingame.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Whatever, I love it!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    The storage room is very cool. Great job there.

    The main thing that bugs me in these shots is not the texturing, but the lighting. Besides the fact that there really isn't much bold contrast at all... I just doesn't work out too well in most places. Just too plain if you ask me. Especially that red in the first shot. Try for a bolder red with some nice harsh white in there.

    Other than that, I looks great. I really like your architecture.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    1,2, and 3 look cool, number 4 looks rather 'bitsy' to me.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    the texturing looks VERY similar to basts, almost the same, nice job timber, the lighting needs a tad of work though
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    i also love the sotrage...i think that on the texturing u got to work a little...but the main thing i don't like is the lights placement. i'm not talking about lightining,i can read and i know u got to work more on that <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
    continue this way btw
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Black Dog+April 22 2002,16:42--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Black Dog @ April 22 2002,16:42)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->i'm not talking about lightining,i can read and i know u got to work more on that <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    But is there anything terribly wrong with giving suggestions on how to improve it?

    No... there isn't. Enough of this "at least I read the posts"

    It just isn't very nice to see after you donate your own time to commenting on someone's work.



    <!--EDIT|ken20banks|April 22 2002,16:52-->
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    I think texture use in the first shot isn't that great, sorry, same with lighting. But, shots 2 and 3 are absolutely marvelous
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    I personally think # 3 is the weakest of the bunch... It just doesn't look right, IMHO... One possibility might be the angle at the peak -- you slightly rounded off the supports at the side, then just have this angle out of nowhere in the middle... the flat top (or appearance as such) doesn't really do it for me, either.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Oh man.  Revelation.  After seeing those shots, and especially the last one, I've come to the conclusion that a lot of textures in an area, when pulled off correctly, can be really sweet looking.  And I think that you, mister TimberJack, have done just that.  You say lighting isn't final, so okay, but man is that architecture ever sweet looking.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Wow, nice work Timber.  I especially love the architecture in the 2nd and 4th shots.  Very vertical feeling, interesting level over level gameplay, and really nice visually.

    Btw, I'm not sure how many people know this, but Timber was the first mapper on NS.  He helped create some of the earliest maps, including the map you see in the DIVX movie, in the commander mode and alien POV footage.

    Keep at it, I hope you finish this.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I like the structure, definatly attractive while being considerate of gameplay. Overall, I think you're very creative with your texture use, and I like that. I'm not so sure about using NOS_SUBLIGHT1 as a texture light(as I think I'm seeing in shot #4), but thats your call. Have you considered using an additive illusionary to give only those slots the appearance of illumination?

    I guess outside of that, I'd like to see a little less texture lighting overall, and compensate their omission with a couple well-placed light_spot entities.

    In any case, the map looks good! I look forward to seeing more of it.
  • TraneTrane Join Date: 2002-02-01 Member: 148Members
    I really dig your archetecture, so while your improving your lighting, try to make it accentuate your archetecture.  Somehow or other, dont ask me how though, lol.  Nice work
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Ok i read ;y post again and it seems to me I was a little over negative, I like the architecture (like I told you in IRC)and aftertaking a closer look at the textureing it doesn't seem that bad to me anymore, well in the first shot that textrue you used for the bridge still looks like a ventcover ,the third shot really needs some retexturing (I thinks it's that texture you used on the end and the fact that that floor really stands out like that). And I'm sure every1 knows who he is Flayra, but I liked his earlier shots better, it's prolly just the lighting here, it lacks power, the colours need to be more intense, shadows darker etc.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I have to disagree with most people on one picture, for some reason I like the texturing in the 3rd picture. I di grant it is a different style, but I like the style, it's quite different and unique. (But I do agree, the first one needs better floor <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> )
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    Killtoy:
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I'm not so sure about using NOS_SUBLIGHT1 as a texture light(as I think I'm seeing in shot #4), but thats your call. Have you considered using an additive illusionary to give only those slots the appearance of illumination?
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    mmmm, thats what i did, heres the texture if anyone wants to use it.
  • TimberwolfTimberwolf Join Date: 2002-01-25 Member: 71Members
    Thx for all those reply first of all ill change that floor that every one hate <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> and for the nos texture light ill use that illusionary trick because i was a bit unconfortable with the current effect...and for those litle nos light ill change them(not all...) and i must relly redo the lightning i know i did better thx for all those great comments i have more to come i already drawed the ½ of the map on paper with two hive(one last to put) and i drawed my Dentention Sector(alien sample and g-nome) i have some pretty cool design in head and if anyone have some great colorfull texture for light i would be happy to use them <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    ill put more blue/red/white and orange,green...heh well most of the great color's
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