wow very nice albatros
is that the unreal engine?
wow very nice albatros
is that the unreal engine?
Quote from SpicyTanukiwow very nice albatrosis that the unreal engine?
It's source!
lol engine identification fail! We have a new killer tomato
Looks awesome. ![]()
I agree the orange is a bit strong, although I do like the feel it gives the scene. Perhaps you could lower the saturation so it's the same intensity, but not as orange.
I think it makes good screenshots but I'm not too sure about how it'd look from a players point of view. the actual POV while running through that scene seems to be a bit flat or not as detailed as the whole of the scene is. There are these really great Streetlight Models hanging on the ropes and nice textures in the third storie of the buildings but the street is actually a flat texture, every building detail is just a texture and mostly they are repeating a lot, the tram tracks seem to be just layed out like lego-tracks (and they seem to be much to far away from each other) and some of these textures really look like tiling fotos. the dirt/usage of most objects differs a lot (the general feel is more old and daily usage and the cars are all plastic-clean).
Yes, there's a lot of great work and potential in there already, but I'd really like to see this improved to a whole lot better.
Nice debris!
Quote from MinotauroNice debris!
Nice green!
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Quote from Pericolos0[Blocked Image: http://www.brameulaers.com/images/sketches/iteration10.jpg]small update, made a debris mesh and some vegetation. Going to work on more modular architecture parts because its too much round stuff at the moment! Also get some destruction into the architecture and addons to break up the repetition.
FUCK YES
Thats Crysis right? Well this is going to be awesome, especially considering its not a jungle map!
You should still have some weird vegetation or something in there, it could be neat
Oh and that color fog isnt really cutting it for me, maybe more/less saturation?
yeah the impression I get from the fog is that it would be that thick if you were standing on nuclear waste, maybe just reduce the thickness?
Needs to be way thinner, with thick "heavily radiated" areas using the fog volumes ![]()
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KILLERTOMATOES EVERYWHERE
fuck you, dux
Quote from e-freakI think it makes good screenshots but I'm not too sure about how it'd look from a players point of view. the actual POV while running through that scene seems to be a bit flat or not as detailed as the whole of the scene is. There are these really great Streetlight Models hanging on the ropes and nice textures in the third storie of the buildings but the street is actually a flat texture, every building detail is just a texture and mostly they are repeating a lot, the tram tracks seem to be just layed out like lego-tracks (and they seem to be much to far away from each other) and some of these textures really look like tiling fotos. the dirt/usage of most objects differs a lot (the general feel is more old and daily usage and the cars are all plastic-clean).Yes, there's a lot of great work and potential in there already, but I'd really like to see this improved to a whole lot better.
Hey e-freak,
sorry, that's one thing that hasn't chanegd over the years, but... I really don't think I can get anything done you'll not critizise one way or the other. Not in this lifetime ![]()
.
You know what engine I'm working with, you know it's WIP and you do know I'm replacing brushwork with models (which I'm working on, too) and plan to redo especially the street bit (if you're cross reading the various mapping forums we both are registered in).
Now, rethink the points you've mentioned. Honestly, the looks are already 120% above the normally achievable source limits, so some stuff can't be changed due to performance reasons. It's already a brain twisting thing to get a constantly high frame rate with the lot of detail I have in it right now.
On the other hand - I'm not sure, are you making levels, too? I'm curious since if not, it'd explain some of your sometimes a bit incomprehensible expectations. It seems to me more like you'd look at things from a spectator's POV, not that of a level designer.
No offense intended!
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@HP, thrik:
I've desaturated the lighting, less orange for now. Going in the right direction?
Yep, it's going to be an SP mod. It'll be called "Zeitgeist" and play in the 1930s/40s of an alternate time line. Zeppelins, art deco, trenchcoats and locations from New York over Prague to London... I'm in the stage of writing up some background information for a WIP-report. If you're still interested, let me know... hehe.
Well I'm not a LD, but more of EnvArt but yes - I understand what you're talking bout and I didn't mean any offense either
I like what you are doing I just want to help with good crits. And being Picky doesn't mean I wouldn't enjoy your levels (the opposite is the case, I like it and that's why I'm picky). But it's not too me to rethink my points honestly - I give you input (for example the all new cars which wouldn't require any performence drop) and it's up to you to take it or leave it unread. no hate here :megaman:
OK
,
good to know.
Well yeah, there are points that can be realized and some that can't. You've often been determined on the latter, and I could never quite figure out why. The cars can (and will
) be changed accordingly, good idea and thanks for it. But things like the building details being textures and such are directly connected to performance reasons. Source is no good for both much detail and long visibility lines which a city requires I'm afraid, so it's not that I don't prefer a nicely shaped facade and "^4"-displacements that'll give me a sweet natural road over textures. I do see those things. It's rather that I know why some stuff has to be sacrificed so some other can be realized
.
Btw. is that right, you're in the HaJ team now?
Aw I wanted to see a fight.
modified the skybox, tweaked the lighting and tweaked the fog.
edit: also I plan to reduce the fog by about 30%
editedit: whoops I overwrote the image.. I'll post updates later
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