Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: Stryke 9 on August 17, 2003, 07:07:58 am
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It was me against the world, I was sure that I'd win! But the world fought back, punished me for my sins!
I felt so alone, so insecure,
I blamed you instead, made sure I was heard
And they tried to warn me of my evil ways
But I wouldn't hear what they had to say
I was wrooooong
Self destruction's got me again
I was wrooooong
I realize now that I was wrong!
(dundun dundun dundun dundun etc...)
And if you don't know that song, I'm sorry, you suck.
Anyway. Random thing. Small, small part of a very big space station (holding something like 2 billion in a structure spanning an area equivalent to, say... Texas, but with depth). Basically, seeing how much my processor can take before it starts doing things on the order of months.
(http://www.wpierce.com/wlp/cban.jpg)
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awesome:)
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Yay!!1 A Broom closet with a window! :D
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:wtf:
That might actually be funny or something if it made any sense at all...
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a pic of the whole thing might be welcome :)
I have a comment that applies to all your meshes ( you rely much less on primitives than you used to ), tho: everything is too clean, too CGI, if you know what I mean. I really think you do have a grip at modelling, but you have to work on the textures now. Well, my advice is worth what it is, but still, that's the feeling I have about your work.
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Originally posted by Stryke 9
:wtf:
That might actually be funny or something if it made any sense at all...
For some reason, Utility Access translates to Janitorial Stockpile. Then again, with you, you never know. ;)
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I'd say it's the lighting and the color palette that needs work, it's quite simple to be honest. There's this bland yellow, blue, red and turquoise, they all don't really fit together too well in my opinion. Furthermore there's no "sense" in the lighting setup. The dominating light color is white but there should be more noticable tint from the other colored lightsources and some light cones seem to come from nowhere like the yellow and white one near the center.
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Venom: The day I get a proper MAX crack operational on this thing, you'll all know it. Until then, this is about as far as it goes- texture mapping on the few occasions where I can hide the seams, procedurals where I can't. ;)
Oh, and the entirety is... hideous, for one thing. I'm having clipping problems with one part of it, half of another part isn't finished, and I still haven't worked out how to LOD in the hangars and **** without them looking like ass. If you want a preview, go out in the woods and find a large, rusty pile of garbage- the kind with a car or two and someone's toilet strewn around with less recognizable generalized filth. That will not only be what this one will hopefully end up looking like, but most of the others. Ugly renders, ugly models. That's kinda the design ethic around here these days. That, and I'm packing right now, with intent on getting the hell out of Dodge.
Vil: The dominating light colors are yellow and green, for one. I think I have one white/gray spotlight I bounced off the landing pad... thingy from the scaffolding on top, and that's about it. Maybe it was two. Anyway, I can afford radiosity like I can afford a sharpened plunger and ten minutes of live TV coverage around the world of me locked in a small room with the President. The smallest standard package that ships radiosity and all the tools I need and an interface that wasn't developed by deranged cannibal gibbons from Hell specifically to make me want to smash things costs more than I have to throw away in a year.
Second verse, same as the first. Anyway. The volumetric, come to actually look at it, is a few points off- should be farther back and up. The rest all "come from" something or other.
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It doesn't have to be radiosity to look good, however if you must you can still fake it. However lighting very often is what makes or breaks an image and there seems to be some nice detail in your scene but your current light setup doesn't support it very good.