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[cir] Zimes

Posted: Sun Jan 22, 2012 6:53 pm
by Sartalas
Zimes-fictional track located near the well, Kokodżambo. Evaluate please.
Edit.
Sorry for the lack of a file

Re: [cir] Zimes

Posted: Sun Jan 22, 2012 7:13 pm
by Rebellion765
Good track, but there are some things that would be good to improve IMO:

> The truck on the paddock needs a shadow.
> A light dithering on the track would be good.
> Try to put the trees less orderly, to look more natural.
> A dithering on the ground would give a more natural look too.
> The lines in the road on the bottom left of the track are too big. remake them.
> The track looks too flat. Try to work with some elevation changes.

There's only issues, that I believe you can improve on a next work. For now, 4/5 :bg:
:tom:

Re: [cir] Zimes

Posted: Sun Jan 22, 2012 7:19 pm
by XYY
It may be very important to give us a download ;)

Re: [cir] Zimes

Posted: Sun Jan 22, 2012 7:24 pm
by Exkakx
I want to download this! And what are those things on the corners... suck tyres?

Re: [cir] Zimes

Posted: Mon Jan 23, 2012 1:11 am
by Trigger Happy
Shifted wrote:> The truck on the paddock needs a shadow.
Not the truck, but mainly the tent. The truck's shadow is bellow it, so almost hidden (in gr is a noon all time), I noticed people often draw shadows of lmap objects in strange angles inconsistent with shadows of normal objects (together it looks weird).
Shifted wrote:> Try to put the trees less orderly, to look more natural.
Trees of alleys on sides of roads or paths are at least in Europe planted in regular distances usually, so it looks OK for me. :)

Otherwise you're quite right, even if the hmap isn't entirely flat, it would deserve some smoothing in top-middle on edges of track. If I should mention something more, then the fence of paddock isn't perfectly parallel with pit building, the hay bale in beginning of pit line is too close to 1st crew and finally I'd leave it only in concrete wall/fence style with no armco used, it would look imho more consistent. Otherwise I really like it, the runoffs are nice, walls smooth and logical and thumb up for the lmap adds around marshal posts inside the track, really cool! :bg: