Skjalg Posted October 7, 2009 Report Posted October 7, 2009 Whats wrong with beeing a little grey? Quote
JeanPaul Posted October 8, 2009 Report Posted October 8, 2009 I literally said "whoa" to the first shot, awesome work. Chill those damn sprites in the second shot though! Quote
AlexM Posted October 8, 2009 Report Posted October 8, 2009 wow looking great! I like the change in tone. Quote
AlexM Posted October 8, 2009 Report Posted October 8, 2009 a couple refinements to derailed, still gotta get rid of those low res buildings in teh skybox... Quote
ShockaPop Posted October 8, 2009 Report Posted October 8, 2009 @ SpicyTanuki You gotta work on lighting. Right now it looks very bland. Shadows are pretty bad. Those lowres buildings are your last problem, get some better lighting and those shitty buildings may actually look better. Quote
AlexM Posted October 8, 2009 Report Posted October 8, 2009 ^^ Ah I actually meant the buildings that are part of the skybox texture particularly, they wont be affected by lighting and need to be removed regardless. When you say the shadows are bad you mean because the lighting is too vertical causing the shadows not to be long enough? Or is it a color issue? Also I've been having a few issues clamping the HDR. The default range is 0.5-2 right? Quote
Pampers Posted October 8, 2009 Report Posted October 8, 2009 really depends on what you're going for and how bright you want it, I think 2 is a bit much Quote
AlexM Posted October 8, 2009 Report Posted October 8, 2009 that one is .2-1.7 I think I'll try setting the max to something close to 1 Right now when I look up, the sky does wash out to full white for too long, ideally it wouldn't ever get that bright for more than a mere moment when exiting a dark room. Quote
AlexM Posted October 8, 2009 Report Posted October 8, 2009 try lowering the bloom scale rgr, I'll drop it from 1.2 to .7 recompiling with: -Sun angle changed to -55 from -76 -Direct light got a big more yellow added -ambient reduced and a bit more saturation added -exposure max changed from 1.4 to 0.8 -exposure min changed from 0.1 to 0.05 -bloomscale changed from 1.2 0.7 Quote
JeanPaul Posted October 9, 2009 Report Posted October 9, 2009 I just think you have too many texture pallets in there Unify it up! Quote
ShockaPop Posted October 9, 2009 Report Posted October 9, 2009 There should be more contrast between 'shadow area' and 'light area'. Also it looks way too white. Quote
the0rthopaedicsurgeon Posted October 9, 2009 Report Posted October 9, 2009 fog will also make any map instantly look 10x more realistic, it doesn't look like there's any at all in those screens so far. match it to the skybox to get the same haze effect as the 2d buildings in the background. Quote
omega322 Posted October 9, 2009 Report Posted October 9, 2009 Vary up the buildings in the sky box, I see 3 identical buildings with semi different color. Quote
AlexM Posted October 9, 2009 Report Posted October 9, 2009 All good suggestions. I'll make the appropriate changes, thanks very much for the input I'm kind of a fan of the somewhat chaotic texturing scheme but yeah, there's a few places where some textures just look weird. Quote
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