Discussion in 'Art' started by f1r3w4rr10r, Sep 29, 2014.
Also here's a shot with a bit more neutral lighting on duststorm:
I know what's throwing me off, the connection between the floor and the walls feels weird, there's no connecting piece there! They seem tacked on top of each other without much consideration.
compaired to all the misaligned and stretched textures on the other buildings this is less then minor ...
also its like that with all buidlings. but its actually funny, it shows that ingame people dont look for such oddities, while during creation or when looking at stills it becomes blatant.
That's the fault of the model, though. It's one of the reasons the ground was probably fairly dark to begin with, so it could just blend in with the walls.
The tutorial map is way too bright, but this spot here actually shows of the profile of the ground material pretty nicely. Also on the door cover you can see how it looks like when the map actually has a cubemap for reflections.
ah now i realize whats looks off for me, the concrete in the back of the platings.
That's actually dirty metal.
I also played around with environmet reflections a bit more. I think I found a nice balance:
It looks good,needs more shadows so it does not look retarded next to other surfaces.
ok metal then. idk what it is, maybe the color, maybe the details are too big, but something looks off.
also its all way too glossy.
it could be that the grunge/dirt/scratches/whatever would fit better at the corners. also less at the top, more towards bottom.
I always found emp_coast a good map for preview lighting. I'll talk to you later about the SD stuff if you're online.
I am online. For now I use emp_arid. I actually got the cubemap test weapon to work, so I can actually find spots where it looks good. Also I made this other plate. I imagined it to be kinda like cast iron, so I would almost say I could make it even more rough. But the good thing is, that one uses the same material settings as the rest, but pretty much no reflections are visible, as it should be.
Actually I'm just going to give out what I have for now. Just unzip this in your materials\imperial\buildings\
(Make a backup before if you want.)
If you download this, please test it under various lighting conditions and report anything wrong to me.
I won't fix any errors independent of the material. Those include:
-stretching on the model
-illumination although the surface should be in shadow
So I got around to properly link the aforementioned screenshot now. Keep in mind, that I removed the dirt from the wall panels by now. I am also thinking about removing the dirt in the gaps between the tiles on the ground material.
Also this thing is really handy for testing the lighting and finding a position where it's somewhat neutral.
So does anyone got any feedback on the materials so far?
It fits the wall very well, now if you touch up the ceiling it will be glorious.
I made the first ceiling material and also unified a lot of the materials. So now the blueish metal is the same on every texture. Same goes for the light grey cast iron and the smooth metal. Further I added some more detail to the screws and bolts.
Looks really sterile.
Considering it's BE we are talking about I think I did my job.
Yeah they look nice. I really like how the barracks looks like now, maybe except the furniture which is the biggest eyesore now. It's nowhere near as obvious as the walls/floor/ceiling though. At least to me. So as far as I'm concerned, this can go live assuming the other buildings don't look weird now.
Pretty. I get surprised to see things look nice in source.
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