View Full Version : Game Environment Design
wikdotsys
February 26th, 2004, 12:14 PM
deleted message
egerie
February 26th, 2004, 12:37 PM
Pretty cool considering the budget
Be careful with your pixel ratio and stretching (ex : the moon, ground on second pic).
It'd be great to see those enviros without the wire to have a better idea of what's going on.
2 cents are worth what they are worth :)
P.S.: Is this Maya ?
davi
February 26th, 2004, 07:42 PM
i've already commented on how much i like this.
I honestly like it more with some of the outlining, gives it a neat feel.
finger
February 26th, 2004, 10:42 PM
What game engine/editor is this?
Nice creepy mood...very good work.
FlopWombat
February 27th, 2004, 03:23 PM
I think it's a very nice looking environment. The only suggestions I have would be to work with your lighting a little more. It depends a lot on the mood you're going for, but I personally think the mood would be greatly enhanced by more contrast in the lighting. Shadows and areas where light is falling off will make the scene more dynamic. If there are areas we can't discern then we'll wonder more about what might be back there, and that will help establish a creepy mood more if that's your goal. Think about the difference between being in a cemetery during the day and during the night. During the day a cemetery seems a place of reverence almost, people don't talk very much in cemeteries. But during the night it becomes a much scarier place. Use your lighting to really evoke that feeling.
Since colored lighting is better than plain lighting (in my opinion), I'd make the shadowed areas have bit more blue. At night, shadows and other dark areas seem to take on a blue hue.
Other than that I think you've done a really nice job. I like the environment as a whole, it seems well thought out and also very well executed. Cheers. :chug:
neble
February 29th, 2004, 12:57 AM
Pretty good. Up with what FlopWombat said and I also agree with egerie too. These were both concerns I had.
I also noticed that everything seemed a little too evenly spaced. One tree is almost the same distance from another etc. It's understandable to have the gravestones evenly spaced but try clumping the vegetation more. Have the larger vegetation in spots with smaller vegetation tapering away. By doing this, you can pull the player to points of interest as well as make the scene more artistically pleasing.
At last what are the sources for the large central spot lights?
Neox
March 2nd, 2004, 02:14 AM
nice work but why is it THAT lowpoly? i mean this is looking like 2 years old or so, a bit smoother wouldn't be a problem for newer engines and graphics cards... no?
Neox
March 2nd, 2004, 02:33 AM
ok i understand that, i didn't mean to be rude its defanetly some good lowpoly works :)
epiphany
March 4th, 2004, 03:21 AM
nice....is this for some specific game?
kinda look like a environment for a strategy game or somthing
Bo Degn
March 8th, 2004, 07:36 AM
nice texturing and lightning there :-)
one thing. In the first picture of the second post theres a big pointy poly. be careful and avoid those... - my only crit.
very nice
Robert.B
March 18th, 2004, 11:15 AM
it has some atmosphere, i like the post fog and lighting, i would work on some of the ground textures however. they dont seem to flow organicaly.
:D http://vermad.deviantart.com/
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