When placing wall doodads, it's not a bad idea to open up the doodad info panel and make sure they have the same x/y coordinate so that it creates a more seamless look. Of course, if your wall is angled, you may have to do a little bit of measurements based on the angle of the doodad. And don't be afraid to tint the doodads individually. It makes a huge difference in setting the tone and mood of the terrain.
I like what you did with the skybox. The foggy sky matches the background smoke and towers very well. Making effective use of skyboxes can make a huge difference in a good terrain.
Remember to be tasteful with what you choose for trees and rocks. You seem to have palm trees, but your terrain is located in a smogged environment with garbage and fuel storage. I would expect the surrounding woodlands to be a tad more grimy and have less of a "beach" feel to it.
Be sure to play with the height tool a bit when doing close up shots or first/third person terrains. The flat world can seem pretty unnatural, and the accents of the height patterns will help break up your terrain textures a little bit more.
Dragoneles: You've never been to California it would seem... particularly the Central and South parts of it. Palm trees coexist just fine with smog in the latter and fog in the former. This scene looks like a patch of SoCal to me. :p
I would suggest that you sprinkle some rough ground terrain paint on the foreground grass, and also place some small rock doodads around to fit more with the industrial-esq look of the image. Very good none the less, be sure to take the others advice as well - you've got some talent!
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I do terrain stuff.
...
And in a Starcraft haiku,
...
That's all I can do!
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So I just started working with the editor and this was my first attempt at anything really. Learned a lot from the forums and hope to continue :)
Looking for critique, thanks :D!
@RestlessOne1: Go
I like the decor in the background.
Your terrain looks so blurry, you might consider upping your graphics settings (at least for pictures). :)
When placing wall doodads, it's not a bad idea to open up the doodad info panel and make sure they have the same x/y coordinate so that it creates a more seamless look. Of course, if your wall is angled, you may have to do a little bit of measurements based on the angle of the doodad. And don't be afraid to tint the doodads individually. It makes a huge difference in setting the tone and mood of the terrain.
I like what you did with the skybox. The foggy sky matches the background smoke and towers very well. Making effective use of skyboxes can make a huge difference in a good terrain.
Remember to be tasteful with what you choose for trees and rocks. You seem to have palm trees, but your terrain is located in a smogged environment with garbage and fuel storage. I would expect the surrounding woodlands to be a tad more grimy and have less of a "beach" feel to it.
Be sure to play with the height tool a bit when doing close up shots or first/third person terrains. The flat world can seem pretty unnatural, and the accents of the height patterns will help break up your terrain textures a little bit more.
Criticism aside, good work.
Dragoneles: You've never been to California it would seem... particularly the Central and South parts of it. Palm trees coexist just fine with smog in the latter and fog in the former. This scene looks like a patch of SoCal to me. :p
@KnifeSmile: Go
Any tropical paradise with a factory.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I would suggest that you sprinkle some rough ground terrain paint on the foreground grass, and also place some small rock doodads around to fit more with the industrial-esq look of the image. Very good none the less, be sure to take the others advice as well - you've got some talent!