PhilipK Posted February 25, 2012 Report Posted February 25, 2012 That's looking pretty nice. But I think it's hard to see what's going on. Some of it may depend on lighting, it took me a while just looking at these shots to figure out the direction of the sunlight tbh. Maybe you could try and get some more atmospheric depth and try and ease up on some of the more detailed areas to let the eyes rest a bit (even tho that's pretty damn hard with the Unreal art style I know, also that's more personal preference so ). Quote
Potkinrot Posted February 25, 2012 Report Posted February 25, 2012 Some screens of a Source mod i'm currently doing: Quote
LATTEH Posted February 26, 2012 Report Posted February 26, 2012 @potkinrot i like the second screen shot! you simply cant show those images and not tell me about the mod it looks awesome! Quote
slowdevelopment Posted February 26, 2012 Report Posted February 26, 2012 @potkinrot Love those screenshots, especially the first two! What are your goals for the mod? Quote
Mclogenog Posted February 26, 2012 Report Posted February 26, 2012 @potkinrot I keep coming back to that first screenshot. It has a lovely tone. Here's what I've been working on: I'm still toying with the dominant light's brightness, but otherwise I'm pleased. Quote
Potkinrot Posted February 27, 2012 Report Posted February 27, 2012 @latteh, slowdev, mclogenog: Thanks! I'm more or less just doodling around. Idea is to have an agent of the G-Man besides Gordon Freeman as the player. The mod begins in C17, on the evening of the day Gordon arrived. The paths of the two are supposed to cross at some points. Main areas will probably be C17, the coastline and a combine facility. The first shot is from the starting level. @mclogenog: I like the architecture and the atmosphere, but i think the eyes are drawn to the spiral on the wall too strongly, as it's very bright (not as in "emits too much light", but as in "emits few light, but is very blinding") Quote
NecrosiS Posted February 27, 2012 Report Posted February 27, 2012 Screens with Rim turned off and bloom threshold upscaled Quote
⌐■_■ Posted February 27, 2012 Report Posted February 27, 2012 the fourth and the last two shots still look a little bright to me but still; big improvement! @mclogenog: I agree with potkinrot but I'm really digging your style Quote
D3ads Posted February 28, 2012 Report Posted February 28, 2012 That reminds me a lot of Uncharted 2 when Drake is navigating the underground Ice Temple in Tibet with Tenzin. Looks great! Quote
Mclogenog Posted February 28, 2012 Report Posted February 28, 2012 @necrosis I'm liking the lighting better than the previous shots, but I think I'd still turn down the brightness and let the indirect lighting carry more of the load. Also, a wider color range might be fun @potkinron / killertomato I'm glad you're liking the style! I'll definitely be simplifying the spiral so it doesn't dominate the scene. Quote
2d-chris Posted March 1, 2012 Report Posted March 1, 2012 I actually think you should tone back a little on the snow, and change the colors of the surrounding rocks/buildings darker so you get a nice contrast and framing. Here's a random screenshot of uncharted 2 and skyrim, even their snow maps have really strong contrast, you don't actually get much shadow on mid day lit snow areas, so maybe a new time of day could be useful Snow settings are REALLY hard to pull off without them simply washing out and thats not even the mention the gameplay PS: the scene is really cool! Quote
knj Posted March 5, 2012 Report Posted March 5, 2012 pampers, whats with that lil mouse game ? hope you are still working on it ? Quote
⌐■_■ Posted March 5, 2012 Report Posted March 5, 2012 pampers, whats with that lil mouse game ? hope you are still working on it ? +1 Quote
Pampers Posted March 5, 2012 Report Posted March 5, 2012 it's on hold until this is done mandatory group project Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.