 Hmm
#2351 posted by . on 2005/07/22 13:37:22
Testing some inset floor lighting... y'know, watching interior design from time to time isn't such a bad idea.
http://www.phait-accompli.com/q/s4/pre/m2_3.jpg
 Phait
#2352 posted by bambuz on 2005/07/22 13:43:24
don't tease with such graphics or i'll spontaneously combust before I can ever play that!?
 Nice,
#2353 posted by HeadThump on 2005/07/22 13:47:44
I like those two wall textures imposed together like that.
you put your finger on something to think about; what do the real architects, interior designers, and landscapers have to teach us brush pushers.
 Headthump
#2354 posted by bambuz on 2005/07/22 14:06:51
no, it's the other way around, brusherpush have to teach THEM! Some awful floor tex.. i mean tiling decisions i saw the other day in the new massive bus terminal. And they are more expensive than bad maps!
 Well, Lets Not Get Carried Away
#2355 posted by HeadThump on 2005/07/22 14:31:53
the standard between real world architecture and virtual is miles apart. Even the facade of my local supermarket (I'm actually tempted to film it so you can see) could rival something as praise worthy as CZG's entrance way to the Sacred Trinity map in design.
Architects have the advantage of dealing with a world that is analog down to the Quantum level.
 CZG Map
#2356 posted by . on 2005/07/22 14:49:54
could rival something as praise worthy as CZG's entrance way to the Sacred Trinity
Where might I see/play that? Don't see it on his site.
 Oh My!
#2357 posted by starbuck on 2005/07/22 14:55:58
Phait I love what you've done there, you've really created a sense of space! It's like a whole new room! Three words for you: FAB YOU LOUS
 Phait
#2358 posted by bal on 2005/07/22 15:33:17
It's one of his maps in Nehahra (neh2m2).
 Ahh
#2359 posted by . on 2005/07/22 15:40:49
Never played it.
*cowers*
 Sacred Trinity
#2360 posted by aguirRe on 2005/07/22 16:46:22
 To Quote Stewie
#2361 posted by HeadThump on 2005/07/22 18:12:14
Now THAT's the good stuff, yeahhh.
 That's
#2362 posted by Kell on 2005/07/23 00:34:12
shit
 Yeah
#2363 posted by Shambler on 2005/07/23 01:04:23
Now that's a 1337 supermarket
 Uhm,
#2364 posted by HeadThump on 2005/07/23 01:14:17
just a few houses down from Orson Scott Card's house, actually.
 Though, I'm Not Saying
#2365 posted by HeadThump on 2005/07/23 01:39:40
the facade is an extraordinary piece of work. The standards for level design and physical art are different to a degree where sophisticated technique goes unnoticed when seen on a day to day basis in the world around us, but you defininately note a set piece when it is placed in a level.
As for architectural technique, some things that they commononly do to arrange geometry I have only seen in a few realism oriented games.
With the facade, there are two stores in the shop. The Supermarket and a Ballet Studio. The supermarket which owns the parcel takes up about four fifths of the front, but by a visual trick, it is seen as centered.
The column and arches on the Supermarket side are half the width of the columns on the Ballet Studio side, so visually they even out, and the store front doesn't look ajared.
 I Should Have Something To Contribute To This...
#2366 posted by Tron on 2005/07/23 18:07:51
having a couple of years of University Architectural studies behind me but I just can't be arsed right now.
 More WIP From Scrotch
#2367 posted by nitin on 2005/07/23 19:11:55
 HOOOOOOOO AH!!!
#2368 posted by Zwiffle on 2005/07/23 19:34:42
nitin - Nice shit! I would love to see that as a D3SP! Hurry and add them crouching door imps!!!
 Zwiffle
#2369 posted by nitin on 2005/07/23 19:50:06
it migh be a while. Scortch mentioned this over at q3w :
"its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map."
 It's...
#2370 posted by . on 2005/07/23 20:04:50
a bit too monotone.
 Scrotchage
#2371 posted by Kinn on 2005/07/24 01:54:50
Looks good, but those curved buttresses look a little odd to me.
 Fuck Yeah
#2372 posted by Shambler on 2005/07/24 02:25:05
Looks really cool, nice to see a possible D3SP that isn't relying too much on D3's fancy gfx and actually has some DESIGN in it.
I reckon those walkways and shit could have good gameplay potential too.
 Huh
Yeah, that's it. Monotone.
....
Not quite as asstastic as your work, I'll give you that.
 Why Do You Need To Be A Dick?
#2374 posted by . on 2005/07/24 04:15:03
I was merely giving my opinion. Those shots are rather generally green in hue and I find that boring.
Oh wait, I've offended or don't agree with The Great Mr. Fribbles.
Christ. I hate you elitist fuckheads.
 Fribbles
#2375 posted by Jago on 2005/07/24 04:33:10
Don't be a dick.
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