durnurd
Warming Up

Posts: 11
Registered: 07-05 |
I just looked through the PNGs, and one comment I have is that the TEKWALL* (and any other textures that contain similar features, like TEKGREN1 and SWCOMP1) textures have the most gigantic computer chips embedded in them that I have ever seen. I don't think they built that wall to look like a motherboard zoomed way in.
If anything, it should look like a regular-size motherboard, but very large. The chips should be, at that resolution, ten or fifteen pixels tall at most. There are random RAM slots that came right out of the eighties, and the problem I have with them aside from the fact that RAM usually isn't 5 feet long is that they kind of fade away instead of have a definite end point. This goes for everything on the wall. The cross-fading looks too organic. There needs to be sharp edges, and endpoints, and reasons for things to be that way.
Also, the skull switch should either have the exact same display in both eye sockets or have completely different text in both eye sockets. The same text aligned differently is unconvincing to me.
I have to agree that I do see a vertical woody texture over the ICKWALL* textures. It's a little confusing. Also, the vertical lines on SUPPORT2 are a little too dark.
As a general bit of advice, when something looks like an indentation, the texture that overlaps it should be offset to look like it follows the indentation. In SUPPORT2, for example, if the vertical lines within the boxes were offset a few pixels to the left, and then sloped back out on the top and bottom edges (well, can't really see the top, but the bottom anyway) it would be more convincing. Another example is the ICKWALL* textures again with the green ooze. This is shown well in CRLWD*** with the TNT and UAC logos
The GST***** textures are inconsistent. GSTFONT*, for example, has a very etched look around the head's edges, but GSTLION, for example, looks very fuzzy around the edges. The same goes for the other heads.
Not sure what the brush is doing at the bottom of the FIREWALL textures. I think in the original it looks more like skeletons. Admittedly, it's hard to see, being so small.
I'd resize the skulls in DOOR*2 so that they take up the full height in case somebody wants to tile it vertically.
CRATINY has no numbers, but CRATELIT does. In the original, this is understandable, since there was hardly the room, but now that you've gone hi-def, it would make sense to have some numbers there. The UAC wouldn't be so disorderly to leave their crates unnumbered!
the lion in BIGDOOR6 does look flat, there's no getting around it. The others look like they are simply etched into the wall, extruding not very far at all, but BIGDOOR6 looks like it's trying to achieve 3D, which works when you look at it straight on, but not, of course, at an angle. And how would that lion fit up into the ceiling when the door opens if it's jutting out as far as it looks like it is?
Solaris is the name of a Unix-based operating system, Sol is the name of our sun.
The UAC base is not actually on Tei Tenga, it's on... Deimos or Phobos or something. So while PLANET1 may ostensibly have a picture of said planet, the name of the UAC base would not actually be that.
The bottom of CRLWDH and its similar pieces is questionably cut at best. I don't think they make Y-shaped 2x4s. It should be a separate piece.
Last edited by durnurd on 11-16-07 at 02:49
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