
[ut] SP-Liandri Conflict
- Buff Skeleton
- >:E
- Posts: 4175
- Joined: 15 Dec 2007, 00:46
Re: [ut] SP-Liandri Conflict
I like how you manage to turn such basic shapes into really high quality architecture because of the texturing, lighting, and use of trim 

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- Skaarj Elder
- Posts: 1014
- Joined: 11 Nov 2007, 21:23
Re: [ut] SP-Liandri Conflict
ding! ding! ding! You have revealed the modern secret of good video game design.Waffnuffly wrote:I like how you manage to turn such basic shapes into really high quality architecture because of the texturing, lighting, and use of trim
- Buff Skeleton
- >:E
- Posts: 4175
- Joined: 15 Dec 2007, 00:46
Re: [ut] SP-Liandri Conflict
Indeed, seriously. Look at these screenshots and then look at UT3. While it's clear UT3's art is to a higher quality standard, its design is so insane and unstructured I can't make any sense of half of it.jackrabbit wrote:ding! ding! ding! You have revealed the modern secret of good video game design.
Detail is all about using what you've got appropriately, not just cramming unnecessary details in every place you possibly can.
Re: [ut] SP-Liandri Conflict
I think UB said it best! Architecture doesn't need to be detailed it just needs to be right. I try to have more realistic arch. than overly detailed arch. Most of my brushwork is done with the 2d shape editor and vertex editing. Thanks guys for the comments so far!
- Buff Skeleton
- >:E
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- Joined: 15 Dec 2007, 00:46
Re: [ut] SP-Liandri Conflict
This also keeps your node counts lower, which makes your maps stabler and allows you to make bigger, more complex maps. It's a good approach to take when you can. 

Re: [ut] SP-Liandri Conflict
I'm completely with you and UB at this point!Sarevok wrote:I think UB said it best! Architecture doesn't need to be detailed it just needs to be right. I try to have more realistic arch. than overly detailed arch.
[img]http://i35.photobucket.com/albums/d155/sp_plateau/Google.png[/img]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]
Re: [ut] SP-Liandri Conflict
yay
although Diamond please fix my sigged post, there's a missing "be" before detailed, probably an error of mine :>
although Diamond please fix my sigged post, there's a missing "be" before detailed, probably an error of mine :>
Re: [ut] SP-Liandri Conflict
The sig doesn't need to be error free, it just needs to be right. 

[img]http://i35.photobucket.com/albums/d155/sp_plateau/Google.png[/img]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]
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- Skaarj Warlord
- Posts: 993
- Joined: 27 Feb 2010, 22:46
Re: [ut] SP-Liandri Conflict
Loving it so far. Mind if I ask which texture pack thats from? I recognize some but not all.
Although the corona on that one flame could be a softer variety imo, but that's really nitpicking.
Although the corona on that one flame could be a softer variety imo, but that's really nitpicking.
I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse
- Mister_Prophet
- Red Nemesis Leader
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Re: [ut] SP-Liandri Conflict
It was used in 7B, but I don't remember where we got it from.
Re: [ut] SP-Liandri Conflict
Wheel of Time
Great castle textures in that game!

- Mister_Prophet
- Red Nemesis Leader
- Posts: 3125
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Re: [ut] SP-Liandri Conflict
That's the one.
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- Skaarj Warlord
- Posts: 993
- Joined: 27 Feb 2010, 22:46
Re: [ut] SP-Liandri Conflict
Yeah I thought they might be WOT, as I used them in an old DM map but wasn't sure. Looking good.
I swear to god this forum isn't going to evaporate into ether within the next hour or so. - Bug Horse
Re: [ut] SP-Liandri Conflict
The architecture is really good.
The only thing that is really striking is the unnecessary stretched textures on the pillars' sides. It is really unnecessary to align 'base' textures, especially if even a well-aligned textures will be spoiled by harsh lighting.

The only thing that is really striking is the unnecessary stretched textures on the pillars' sides. It is really unnecessary to align 'base' textures, especially if even a well-aligned textures will be spoiled by harsh lighting.
[img]http://i35.photobucket.com/albums/d155/sp_plateau/Google.png[/img]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]
[quote="UBerserker"]Architecture doesn't need to detailed, it just needs to be right.[/quote]