"the waste" piece is beautiful! I do like the shifting image system too. Gun is ok, but the characters are weak, you're obviously a natural prop/env artist, create more pieces like that!
OK, props/env models/walls. Makes sense. I was thinking about characters, though I guess the same principles could be used for them too. Cool idea, thanks for posting it.
The eng spots seemed tight, and hard to defend. Eng forward bases need to be big enough to hold a few people, think of them as a gathering spot for a forward push. Like the sewers in 2-Fort. You have the wait time on the teleporter, spawn times and you need to fit everyone in a sheltered position. Just dropping ammo in a…
heye there.. if you want to make a portal like env then I would suggest to block out the whole thing, models and textures, before you start to think about the color tone of your floor tiles :)
Might be not exactly what you were looking for, but at http://www.mattepainting.org/ are some great env concepts, theyre also categorized, scifi, natural, etc. but I like to klick the random ones and then refresh the page :D
Thank you for your feedback guys. I will not redo this model, but I really see your points. I am participating in the env. challenge right now so that should keep me busy :p
Here I am. After some eyes rest I returned on the env and completely changed the lighting mood. Now I think I gave the scene a more dirty and mysterious yet quiet look.
He means environments only! Characters and weapons are allocated differently from the env mega texture allocation so they always stay sharper, since a character or a weapon is usually more important than a pipe! :P
either way might work but should probably get the model in your rendering engine with some basic textures, that way you can see what effect those changes would have on the final product. For example if you have one less edgeloop to hold the shape of the cylinder it might look bad once you have real lighting applied. Or…