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[ut] SP-Liandri Conflict

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User avatar Buff Skeleton
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 14 Dec 2010, 22:46

I like how you manage to turn such basic shapes into really high quality architecture because of the texturing, lighting, and use of trim :tup:
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User avatar jackrabbit
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 14 Dec 2010, 23:07

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 :tup:


ding! ding! ding! You have revealed the modern secret of good video game design.

User avatar Buff Skeleton
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 14 Dec 2010, 23:11

jackrabbit wrote:ding! ding! ding! You have revealed the modern secret of good video game design.

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.

Detail is all about using what you've got appropriately, not just cramming unnecessary details in every place you possibly can.
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Sarevok
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 15 Dec 2010, 04:48

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!

User avatar Buff Skeleton
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 15 Dec 2010, 05:12

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. :tup:
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diamond
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 15 Dec 2010, 08:43

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.

I'm completely with you and UB at this point!
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar UBerserker
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 15 Dec 2010, 19:16

yay

although Diamond please fix my sigged post, there's a missing "be" before detailed, probably an error of mine :>
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diamond
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 15 Dec 2010, 23:02

The sig doesn't need to be error free, it just needs to be right. :)
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

Sarevok
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 02:00

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Doublez-Down
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 02:37

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.
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User avatar Mister_Prophet
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 04:20

It was used in 7B, but I don't remember where we got it from.
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Sarevok
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 04:37

Wheel of Time :tup: Great castle textures in that game!

User avatar Mister_Prophet
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 04:43

That's the one.
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Doublez-Down
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 05:01

Yeah I thought they might be WOT, as I used them in an old DM map but wasn't sure. Looking good.
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diamond
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Subject: Re: [ut] SP-Liandri Conflict

Post Posted: 22 Dec 2010, 08:46

The architecture is really good. :tup:
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.
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

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