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Fleeing from programmer's art (English + Deutsch) #85123
08/08/06 09:53
08/08/06 09:53
Joined: Jun 2003
Posts: 183
Austria/Österreich
zeroX1 Offline OP
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zeroX1  Offline OP
Member

Joined: Jun 2003
Posts: 183
Austria/Österreich
(Deutsche Erklärung unten)
I am currently trying to stop creating bad programmer's art (of course there is good programmer's art too, but mine is bad ) and to design a scene in WED which look better than my previous attempts to design levels. What I have created is not part of a game, it is not a whole "level". It is just a small scene, which I want to make look good. It consists of a corridor and a cave with lava. Some textures were created by me, other ones are from a texture collection, and the rest is from Adam Sliger. The models of the robots are from a model collection.

Ich versuche derzeit, aufzuhören, alle Levels die ich mit WED erstelle, grässlich aussehen zu lassen. Ich habe daher eine kleine Szene erstellt; sie ist nicht Teil eines Spiels und nicht ein ganzer "Level", sondern nur eine Szene, die ich möglichst gut aussehen lassen möchte. Sie besteht aus einem Gang und einer Höhle mit Lava. Einige der verwendeten Texturen habe ich selbst erstellt, andere sind von einer Texturensammlung. Außerdem sind ein paar von Adam Sliger. Die Robotermodelle sind aus einer Modellsammlung.

Screenshots:

The corridor/Der Gang

The cave viewed from above/Die Höhle, von oben betrachtet

One of the pipes is broken/Eines der Rohre ist kaputt

This small robot wants to repair it (the particle effect looks better in motion)/Dieser kleine Roboter will es reparieren (der Partikeleffekt sieht in Bewegung besser aus)

Robots don't need a handrailing.../Roboter brauchen kein Geländer...

Fumes are floating over the lava/Dämpfe schweben über der Lava

Tell me what you think, and how I can improve this scene!
Sagt mir, was ihr denkt, und wie ich diese Szene verbessern kann!

Re: Fleeing from programmer's art (English + Deutsch) [Re: zeroX1] #85124
08/08/06 10:07
08/08/06 10:07
Joined: May 2006
Posts: 398
Bot190 Offline
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Bot190  Offline
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Joined: May 2006
Posts: 398
it looks good but you need to fix the cave, it looks like a house.


Wait, there isn't a "Make My Game Now" button?
Re: Fleeing from programmer's art (English + Deuts [Re: Bot190] #85125
08/08/06 10:43
08/08/06 10:43
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
textures are okay, but not detailed, I think you are able to add sprites to make some details to the scene. apart that, it looks good start.


"Yesterday was once today's tomorrow."
Re: Fleeing from programmer's art (English + Deuts [Re: zeroX1] #85126
08/08/06 10:59
08/08/06 10:59
Joined: Jun 2003
Posts: 152
germany
innovater Offline
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innovater  Offline
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Joined: Jun 2003
Posts: 152
germany
Nimm dir Unreal 2 und analysiere die innenlevels, ein sehr gutes Beispiel. Blocks und Modelle sind dort perfekt kombiniert.

Re: Fleeing from programmer's art (English + Deuts [Re: innovater] #85127
08/08/06 11:27
08/08/06 11:27
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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TheExpert  Offline
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Posts: 1,856
textures are not enought detailled , and in some parts you have just copied and pasted textures you've found on the net:
it's not real work in my mind.

you'll had to make damage, scratches on textures etc ... yours are too clean

in fact go to 3D total site and look ta tutorials on texturing : you have lot lot of things to learn on texturing.

Re: Fleeing from programmer's art (English + Deuts [Re: TheExpert] #85128
08/08/06 13:26
08/08/06 13:26

A
Anonymous
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Anonymous
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In the cave, the lighting is really fake and boring. What's the level ambient? I would say turn it down and have the lava illuminate the cave, maybe as well as a few lights hanging from the top. But make sure it's not just all bright. Lights are very important.

Re: Fleeing from programmer's art (English + Deuts [Re: ] #85129
08/08/06 16:18
08/08/06 16:18
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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JimFox  Offline
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Posts: 673
Las Cruces, NM
You are going to find that dim lighting on all interior levels is the current fashion. I personally see nothing wrong with a brightly-lit level. It makes the dark levels in the game so much more of a contrast. If all levels are dark or all are brightly lit, that is what gets boring. I do have to admit, though, that a brightly-lit cave is a contradiction. By definition, a cave is not going to be well lit, unless there is a very good reason. If the level is an office, then dim lighting makes no sense, unless the office is closed.
You have to ask yourself, "Why is this cave so brightly lit?" "Does it make sense in my game?"
I like your work. Keep going.
Best regards,
Jim


Jim
Re: Fleeing from programmer's art (English + Deuts [Re: JimFox] #85130
08/09/06 15:43
08/09/06 15:43

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Good points. But the thing is, it just looks like it's being lit globally. There's no source of light.

Re: Fleeing from programmer's art (English + Deuts [Re: zeroX1] #85131
08/14/06 02:38
08/14/06 02:38
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
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anonymous_alcoho  Offline
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Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
Too blocky in the outdoor/cave scenes. Try to add some curvature. And the lava river is too square too. And more detail on the indoor scenes.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Fleeing from programmer's art (English + Deuts [Re: anonymous_alcoho] #85132
08/14/06 02:55
08/14/06 02:55
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
he needs to use some light mapping software, since its all done in med, the lighting doesnt look right.


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