This looks great, except the windows look weird, especially the ones above the Finest Hour sign. It looks like the wooden beams are a wallpaper with windows stuck on top. To make it look more realistic, you should move, stretch, and/or squeeze the texture so that the beams are going around and/or between the windows, not behind them. You want it to look like it is a real place, but having those beams go behind the windows can break immersion."no dude I'm not over-detailing, it's just fine"
will work on it, and don't worry I'm not taking this as negative at all, you cool.This looks great, except the windows look weird, especially the ones above the Finest Hour sign. It looks like the wooden beams are a wallpaper with windows stuck on top. To make it look more realistic, you should move, stretch, and/or squeeze the texture so that the beams are going around and/or between the windows, not behind them. You want it to look like it is a real place, but having those beams go behind the windows can break immersion.
I am not attacking you. I am trying to help.
Why are all those lights on if its daytime... It looks really odd, should probably only have very few of the windows have lights turned on behind them."no dude I'm not over-detailing, it's just fine"
Been doing a map on the side (doing my payload map was kinda limiting, 'cause it has to fit with the theme)
it's a CP map... it's called cp_ascension (working title)
EDIT: I really like how those lights turned out.... Maybe I'll bump the lightmaps scale a notch
Is there a reason someone gave this a disagree?nice lighting
hey Skittelz pie, what do you think of the lighting?
I presume they mean less that it's "bad lighting" (though it definitely needs to be brighter, especially in your darker areas), and more that it's not "good" (i.e. beta lighting that's taken extra hours of effort on top of the alpha lighting to make look really good).
I'd definitely try increasing all your lights in screen 1/2 around 100-200 (depending how many lights you're using) and seeing what it's like from there. Remember indoor/underground/night maps should be just as light as outdoor daytime maps, but also have excuses/reasons to be that light.
I guess by little you mean that small texture scale on water.a little something for a22 of hinden
that looks amazing!a little something for a22 of hinden
Nice Little Spawnroom for my contest entry (lighting still needs a hell of a lot of work) Also my apologies for the viewmodel and hud getting in there too.
Consoles in the front there are gone, probably shoudn't have put those there to begin with...That looks a bit like a prop spam for me.