The black spots and artifacts are due to fast vis as noted in the first post. A proper vis makes those go away.
Of course the red will be gone eventually, its just a placeholder. However dont expect magic, it will probably end up some sort of shiny metal. I'll try to keep it at a minimum.
Moonrock/rocks are now fixed. (New normalmap utilities). I would love to spend days and weeks in blender tweaking every single normalmap and baking it, however for a simple leather texture for a chair, its close enough..- noone is gona care when your getting eaten by an alien. I do take note that some (or all) of the textures may suck. Im just one man, and if i spend weeks tweaking every texture for every tiny little whatever this map will never be done. Want better? Find a good texture guy to help me out :D
Yea i know about the seam, no matter how i unwrap it..grrr. I have a final solution for that and it will get fixed best i can.
the water pipe was a test, however the engine wont eat multiple maps in a shader and use the normal/spec on the outside. It was just a test, it will stay in in some form, in a small way. Was experimenting with piping water around the map, ill work on that. There is another pipe set not included in those sshots.
I like the chairs, and 2 shiny metals.. dont know how much further to take them. I mean, really? How much can you modify a simple office chair and is it worth the time? I could bevel the armrests i suppose.. I need something shiny for the railings and pure metals. Eventually I will grunge up and destroy the map because its the 2nd team finding out what happened to the colonists...
As far as texture alignment goes, remember this is a test map. I was more concerned about seeing if it worked and fit the scene then perfecting the alignment. That comes at the final stages. The techwall will be dropped in the end i think. The pipes etc were just slapped with the texture to see how they look. Remember this is just a spam room of test models/textures/shaders. Alignment/layout was not taken into consideration, as it will all be redone when mapping starts.
The pda/screen/laptop arent doom3 quality but meh they do the job, again - i can only do so much modeling/textureing/mapping/etc as one person. I dont think the models are *that* terrible. You can only detail a simple desk/chair/monitor only so far....
Of course the pipes will have some sort of socket...im not that stupid...
Yes, of course trims will be fixed, they are placeholders. Of course i wont leave the hall windows that bland. (did it even need to be mentioned? Am i that bad?) Biodome gets retextured, but will not be remodeled. There are 2 more with same themes, different layout.
Trees had to lose normalmaps and specs. Too many problems. Adding the normal is nice up close but makes them occlude too much and makes it look worse, specmaps go all sparkles even when full black and no amount of specmin/max fixes it. PLus the added bonus of fps. You will appreciate it when you go into the jungle dome and dont drop to 5 fps. When you have 100 of them all having to vis alpha chans thru each other, you will see what i mean.
Finally, thank you for the critique. You did point out some larger issues i need to address, mainly textures. I'm well aware of the RED MAKING EYES BLEED (lol) its been mentioned before :D. Expect colors though, this will not be a dull grey id software monocrome map. (purple pda - not sure it may stay) .
Again, Thanks for the reply and advice, it will be used. Those kinds of post help more then you know, a 2nd pair of eyes really helps.