What about pillar-trim-wall-constructions like this?
Or try it like it was done with DOM-Horean.
Also try to include more (smaller) light sources (torches and maybe those ut crypt laterns at walls), this improves the atmosphere a lot as well.
Bloebs Projects
- Creavion
- Godlike
- Posts: 4497
- Joined: Sun Feb 17, 2008 7:23 pm
- Personal rank: About to be non-act.
- Location: Germany, Lower Saxony
Re: Bloebs Projects
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
Re: Bloebs Projects
It has never bothered me to see larger rooms that appear a little bit empty. That's exactly what I expect from an old game like UT. Some mappers try to cover this by using lots of trim, but I don't like that. Besides, when you enter larger real-life buildings (e.g. warehouses, factories, castles, canyons) they appear to be empty as well.
Also, good to hear you had fun with krank.
Also, good to hear you had fun with krank.
- Creavion
- Godlike
- Posts: 4497
- Joined: Sun Feb 17, 2008 7:23 pm
- Personal rank: About to be non-act.
- Location: Germany, Lower Saxony
Re: Bloebs Projects
True, however if you look at pictures like those ones
http://todaysfacilitymanager.com/facili ... ehouse.jpg
you will see "details" you will never be able to "catch" with UT, brocken bricks, decals, the lighting is also very important to consider.
http://www.hangithigh.com/store/images/warehouse.jpg
ok thats a painting but the textures, but its enough as example: Textures are also rather important, how often do they repeat themself on an "empty" looking wall. You just can not expect wonders with 256² textures, or you scale them that much that you can start counting the pixels on them.
This one is also very pretty IMO: http://3.bp.blogspot.com/_NMws4MT3zeo/T ... oom_01.jpg
http://todaysfacilitymanager.com/facili ... ehouse.jpg
you will see "details" you will never be able to "catch" with UT, brocken bricks, decals, the lighting is also very important to consider.
http://www.hangithigh.com/store/images/warehouse.jpg
ok thats a painting but the textures, but its enough as example: Textures are also rather important, how often do they repeat themself on an "empty" looking wall. You just can not expect wonders with 256² textures, or you scale them that much that you can start counting the pixels on them.
This one is also very pretty IMO: http://3.bp.blogspot.com/_NMws4MT3zeo/T ... oom_01.jpg
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.