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Posted (edited)

I really dig the soft colors, lighting and sand/dune combo in this screenshot :) btw if you need any dune, beach or sea photos for textures or reference let me know I live 10m~ from the beach/dunes so it wouldn't be a big problem for me to go there and make some photos

Edited by catfood
Posted
On 06/01/2017 at 4:38 AM, OrnateBaboon said:

World smallest update! Added a beach for the CT spawn, and a hill for some elevation. Also did a first pass of another trailer (the blue one).

 

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On 06/01/2017 at 1:12 PM, catfood said:

I really dig the soft colors, lighting and sand/dune combo in this screenshot :) btw if you need any dune, beach or sea photos for textures or reference let me know I live 10m~ from the beach/dunes so it wouldn't be a big problem for me to go there and make some photos

Yep, the colors reminds me a lot of this place in Life is Strange :

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Maybe you could get some ideas from it, like the idea of using purple as a tint sometimes, it looks great i think !

Great job @OrnateBaboon !!

  • 2 weeks later...
Posted

Thanks for feedback!

catfood - with regards to the lighting and colours, for the time being I tried to copy games that have a lot of colour in one area. Example image below. I think if too saturated, things might get a bit crazy!

leplubodeslapin - thanks for those images. I played Life Is Strange as well and took images, but was on such low settings, so things looked a bit crap. Will definitely be using them for ideas - got the back of the beach ready to art in last image. I think maybe rocks, trees and foliage instead of whales! The watchtower would also be good to add. Will see what can be done with lighting when the map is more complete. What might look good in one area, might look too saturated in another.

Worked more on CT spawn - did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

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Posted

Looks really nice, very promising! Lighting/architecture/skybox look excellent already. :)

On 20.1.2017 at 1:45 PM, OrnateBaboon said:

[...] did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

24.jpg

Yeah, trees are too dark. Also take care that you modify the distances of the trees (maybe build some clusters), vary the height and perhaps angulate them a little (2-3 degrees), so that it doesn't look too artificial. :eng101:

  • 2 weeks later...
Posted

This is the last set of screens from this area you will see for a while. I promise!

Some parts, like the ground went backwards - I had to change the displacements. Even though three of the buildings are identical (apart from the colour) -  I am calling this first pass, and will move onto another area. CT's now spawn on flat ground - previously it was a slope which felt strange. I also got some reference images for a beach tower and a beach hut which I will add for the next pass.

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  • 3 months later...
Posted

WD - when more junk, and a bit of grunge on the textures is added, that look will hopefully go away.

Some more progress - change of colour on the lighting - I think maybe something between the two light environments might be best. I have set up the area in the last two shots, and I will be working on this section to bring the standard up. I added the campfire there, and will probably detail it with a BBQ, some chairs, beer bottles etc. This will be "long" in the callout. In between the pool and the blue trailer, there will be a camper van for cover. At the moment it is a dev block, but I hid that for screens.

No 3d sky here since a change in light and fog has messed that all up for now.

 

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  • 3 months later...
Posted

More images of same areas, though I have done a lot more on other parts as well, and will hopefully post screens of those soon. Winnebago is first pass, and other areas have a better shape now I think. The 3d sky will have a tree line between the mountains to try and look like a forest, and fill in the empty spaces. The older one was a bit too close to the main map. When I work on it again, I will move it back a lot more so that it looks better under scrutiny.

Lot of hard edges in the interiors atm, but I will fix those when I get round to the polish stage.

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