Nice to see you over here Latteh, I frequent the TWI boards and have been following your progress, shaping up nicely.
WIP in WIP, post your level screenshots!
-
-
Hallo I'm new. The most recent thing I've made is this river:
[Blocked Image: http://farm9.staticflickr.com/8048/8104175754_1e6f28385e_b.jpg]
-
-
-
You have a stark super bright overhead whiteness.
Give it a low lying morning light with some purples and light blues and we will be set lacabra
Also, welcome to mapcore you little shit

-
Thanks bro, how've you been

Yeah I'm still messing with the lighting. It's supposed to be around midday, the next area is sunset. I was also thinking of busting out some rain here.
-
Lighting/fog, y/n?
[Blocked Image: http://farm9.staticflickr.com/8328/8118620115_5cbca37d01_b.jpg]
[Blocked Image: http://farm9.staticflickr.com/8053/8118620855_5d31e37f71_b.jpg]
[Blocked Image: http://farm9.staticflickr.com/8464/8118619601_3e403429a8_b.jpg]
-
Total Y.
-
Yellow fog? Like a dust... How about a blue one?
Grass/fern is a bit chaotic. I know it's forest but there's no composition here, make a spots with bigger plants and some spots with low grass only. You have everything on one plants level right now.
[Blocked Image: http://www.photographyblogger.net/wp-content/uploads/2011/03/248181092_989a4c1cc2.jpg]
The rocks at grass are looking a bit like not rocks, color is out of palette (way to dark when looking to mountains on horizon). Bark is also very "happy brown", sequoias are litte brighter with light yellow spots:
[Blocked Image: http://darekk.com/west/sq-giant-sequoia-8.jpg]
Oh, and the blue fog is here also

Light yellow works very fine with azure.
-
I suppose the kind of fog depends on whether you want a warm or cold scene, doesn't necessarily need to be 100% realistic. I really like the warm version that was posted, though I agree with the other comments.

-
Quote from Lacabra
Lighting/fog, y/n?
[Blocked Image: http://farm9.staticflickr.com/8328/8118620115_5cbca37d01_b.jpg]
[Blocked Image: http://farm9.staticflickr.com/8053/8118620855_5d31e37f71_b.jpg]
[Blocked Image: http://farm9.staticflickr.com/8464/8118619601_3e403429a8_b.jpg]
It's very plausibly lit, but I'm not sure you're getting your best screenshot that way. I'd try to unify the scene a bit more with a single color saturation
-
Quote from Lacabra
Lighting/fog, y/n?
I think the first shot would really benefit from some fog/haze, that looks like a humid environment to me, so a low-on-the-ground fogging could add that something. A yellowish fog could give the idea of dust (but in that case I would put were you have less trees - around the hut etc).
One thing popped to my attention thinking about your question: most elements suggest this to be a tropical location at first sight (to me at least) but the trees seems to be conifers so... misplaced? Since the other shots you published look more of a continental environment I wonder if the hut is a placeholder, because I would swap that with one made of trunk/planks, or vice-versa choose a different tree model.
But that is just because I'm paying attention, I think that as a player I wouldn't care

-
Hmm, good points. Context is it's a late afternoon scene (also has to be, couldn't change my mind on it at this late stage). Really good point about the foliage all being basically the same size. I'm using UDK's foliage system which means that the foliage is all non-solid and non-interactive, which isn't a bother when it's that all that size or smaller, but gets to be annoying on a large fern or bush. There's also interactive foliage actors but they'd be a bit more expensive and a lot more hassle to set up and place. I'll just add a few of 'em.
Heyyy posts while I'm typing. blackdog: There is some yellowish fog on there, but the start distance might be a little far out for it to actually feel foggy/dusty. I feel like I want the yellow-dusty-afternoon look even though a forest might not ever actually look like that. Come to think of it this actually might be something I fuck up on since we don't really have this type of forest at all in Australia, but it's not super important as long as it feels good.
The game is set on an island (two, technically) but the environments vary pretty wildly just because we like varied environments. Decided pretty early on not to give too much of a shit about making consistent geological sense between levels, we have a lot of improbable rock formations etc.
Rocks on the ground totally are too dark yeah. I'm not sure if I'm going to lighten them or darken the larger ones.
Here's an older screenshot. I definitely prefer the lighting/haze situation now. I think. I think I might be indecisive.
[Blocked Image: http://farm9.staticflickr.com/8295/7934014016_29bbba95f7_b.jpg]
Thanks for crits everybody, bedtime for me
-
Yeah, i did notice some fogging in the distance, but I interpreted your post as a question of having more consistent fog spots.
I've seen this last shot on Steam, looking at the material on there I noticed you have a varied environment (I think it's a plus on a game of this type) that is why I was asking if you were using placeholders or something

-
Quote from Thrik
I suppose the kind of fog depends on whether you want a warm or cold scene, doesn't necessarily need to be 100% realistic. I really like the warm version that was posted, though I agree with the other comments.

Yes, you're right. When looking at warm fog I somehow looking for overburning spots of light and a bit of shfats. There's no consequence of making one thing that requires lot of other stuff to work fine in peoples' mind

-
Its clear theres not enough blue in the ambience, I think, comparing it with the old shot
-
Another small test. Thinking about putting together a 5 min short of some sort in the near future.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Continued work on my Quake 3 map. Incorporated all the feedback I've gotten on my previous two editor shots. Lost quite some time on learning how to make my own skybox, using shaders for lighting effects and getting a teleporter texture working. Anyway, here are 3 ingame shots. Lighting needs a bit of work but overall I'm pleased with the progress.
[Blocked Image: http://img.photobucket.com/albums/v97/Jugglah/ingame2.jpg]
[Blocked Image: http://img.photobucket.com/albums/v97/Jugglah/ingame1.jpg]
[Blocked Image: http://img.photobucket.com/albums/v97/Jugglah/ingame3.jpg]
-
Nice to see some good old BSP still going. Is there still a crowd for Q3 maps?
-
Sprongvanjohnson, thats a massive improvement, good job dude!
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!