D3ads Posted May 6, 2008 Report Posted May 6, 2008 The intro location to The Forgotten, still have to add a few bits and pieces to it: No comments about the background being blurry please, it's 1024x512 and has to be scaled up to look effective enough Older screen: http://img.photobucket.com/albums/v221/ ... o_wip1.jpg Quote
⌐■_■ Posted May 6, 2008 Report Posted May 6, 2008 awesome man.. seriously, i like your style a LOT Quote
yubnub Posted May 6, 2008 Report Posted May 6, 2008 Some more progress on a UT3 map, this time the interior of a Palladian basilica that will form the main hub of the map. Ive been playing around with the lighting trying to get a very bright and airy feel. All comments welcome Quote
skdr Posted May 6, 2008 Report Posted May 6, 2008 The intro location to The Forgotten, still have to add a few bits and pieces to it: Where are the light and shadows? Quote
D3ads Posted May 7, 2008 Report Posted May 7, 2008 Most of that scene is modelled so there aren't any shadows, I'll add a shadow to the bottom of the car eventually but that's about it. As for light, well it's there it might just need a bit of tweaking. Quote
Tarky Posted May 7, 2008 Report Posted May 7, 2008 This is for HL right D3? I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen. Quote
Thrik Posted May 7, 2008 Report Posted May 7, 2008 I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it). I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc. In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more. Quote
D3ads Posted May 7, 2008 Report Posted May 7, 2008 This is for HL right D3? I know you said not to comment about it - but for the background, instead of using a photo as the texture, why not recreate it as a texture? Or several? That way it will look 100x better and not look pasted into the screen. It's a texture in itself, the photosource used has been heavily edited, I'll post the original thing later when I get back from work. I could experiment with some masked textures over the top I guess, I'll see what I can do. The idea for the background scene is obviously taken from Silent Hill 2's intro. I think your game might look a bit too dark for a lot of people to enjoy d3, forcing them to turn their brightness up or just not see a lot of your details. I may have a well-configured monitor, but many people don't. Even one of my work monitors kind of obscures a lot of the detail I saw in that shot at home (hence why I'm mentioning it). I suggest experimenting with using stronger lighting a bit more, kind of like how Valve does. If you look at their dark areas they're generally not actually dark, but textures and shadows are used cleverly to give that impression. For example in your picture above you could give it more definition by having moonlight illuminating it more, but having enough shadowed areas to still feel like it's a night scene. For your indoor areas you could have moonlight coming in through windows, or some shitty flickering lights, etc. In short, you need more contrast. Contrast is one of the best ways of immediately spicing up any art, and will make your scenes look so much better. Some clever lighting may even help hide the game's engine more. The game begins during the day, it's only later on that night falls and that scene is right at the beginning of the game, so it's a day scene. I still have to work on lighting obviously but it's meant to look dull on purpose. Interior locations will tend to be more dark, with lights that aren't working etc. Quote
Ginger Lord Posted May 7, 2008 Report Posted May 7, 2008 Is the whole background one texture? Why not split the texture up in PS and have multiple brushes so the scaling is less apparant and you can get more detail in? Quote
D3ads Posted May 7, 2008 Report Posted May 7, 2008 Yes, two 512x512 sheets: Original source: Took me something stupid like 5 hours of Google image searches to find that image, that's dedication for ya! Quote
JohnSmith Posted May 8, 2008 Report Posted May 8, 2008 Still not satisfied about the look of this....I think it's missing something but I can't find what.., any ideas? Otherwise some screens of the sewer section: this one is very WIP but I thought the zombie made it looks cool Quote
Freak Posted May 8, 2008 Report Posted May 8, 2008 i like the atmosphere in the underground, it´s pretty cool Quote
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