Shibou Posted May 14, 2016 Report Posted May 14, 2016 20 hours ago, Squad said: Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit. Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map). Maybe sun spread angle would help here too. Quote
Lizard Posted May 14, 2016 Report Posted May 14, 2016 On 13.05.2016 at 2:10 AM, anonymous6366 said: CSGO, de_ardine_v9 - http://steamcommunity.com/sharedfiles/filedetails/?id=643230125 You can replalce the brushy curbs with some nice nuke models. Quote
JSadones Posted May 14, 2016 Report Posted May 14, 2016 23 hours ago, Squad said: Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit. Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map). Where is the green lighting in the back on the left side coming from? It looks kinda weird. Other than that, coming along nicely What does "ignore surface normals" do ? And why only do it with foliage ? Futher is there more of these things ? Like disable shadows (not shadow depth) for all props? Quote
spence Posted May 14, 2016 Report Posted May 14, 2016 (edited) 29 minutes ago, JSadones said: What does "ignore surface normals" do ? And why only do it with foliage ? Check out the example at the bottom of this page. It's useful on props like trees and plants because the models usually use a lot of single-sided polys with double-sided materials. Edited May 14, 2016 by spence JSadones 1 Quote
NATO Posted May 14, 2016 Report Posted May 14, 2016 (edited) I love me some grime. Still heavy WIP, not done any kind of lighting pass (and obviously not finish meshing yet) Edited May 14, 2016 by NATO tr0nic, AlexM, Deathy and 10 others 13 Quote
spence Posted May 14, 2016 Report Posted May 14, 2016 Foliage looks super saturated in the last shot. But that's lookin pretty spiffy! Quote
blackdog Posted May 15, 2016 Report Posted May 15, 2016 Is there a bit too much white? Is that some particular structure or only wip? I would expect the floor to have a different texture Quote
RaVaGe Posted May 15, 2016 Report Posted May 15, 2016 19 hours ago, NATO said: I love me some grime. Still heavy WIP, not done any kind of lighting pass (and obviously not finish meshing yet) Looks cool ! You should take some inspiration from NS2, they have some awesome concept art that might fit your theme. CWardee, JSadones, Squad and 1 other 4 Quote
NATO Posted May 16, 2016 Report Posted May 16, 2016 Thanks guys Yeah, it's a little white up top right now. I'm hoping to add a splash of colour with decals as I get more meshes down. A little bit can go a long way and it's easy to overdo it early on Quote
cashed Posted May 16, 2016 Report Posted May 16, 2016 On 5/12/2016 at 11:53 PM, nota said: Thanks for the advice! However, I only just now realized that Ted was also making a remake. Guess I'm a year late to the party. Ah well. I'm still going to work on this, though. I am the original author as well. I do take it as a form of flattery to see other remaking it. Interested to see where you go with it and what you learn on your way! GL Vaya, El_Exodus, Squad and 1 other 4 Quote
RaVaGe Posted May 17, 2016 Report Posted May 17, 2016 It's been a while... Deathy, JSadones, RivFader and 10 others 13 Quote
Lemurr Posted May 17, 2016 Report Posted May 17, 2016 Working on my funicular shaft JSadones, ShockaPop, Logic and 21 others 24 Quote
Bastion Posted May 18, 2016 Report Posted May 18, 2016 New bit of Fallout 4 stuff in the works. Vaya, 2d-chris and Squad 3 Quote
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