[Amnesia] Screenshot criticism thread - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: [Amnesia] Screenshot criticism thread (/thread-11760.html) Pages:
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RE: Screenshot criticism thread - FlawlessHappiness - 06-04-2013 Ok. It does not look like a dense wood. That's probably what created the problem in my eyes... It's impossible to make shadows without all the objects RE: Screenshot criticism thread - ExpectedIdentifier - 06-04-2013 UPDATE: More feedback and criticism would be great now that it's more finished. Created my own particle effects: Moths, leaves falling and new dust. RE: Screenshot criticism thread - OriginalUsername - 06-04-2013 I think it still looks really bright, even in the shadows. You should lower the boxlight a bit, or whatever you use to light the area. RE: Screenshot criticism thread - Rapture - 06-04-2013 Tad grass overload I think. (1) About the grass, I would suggest having a couple more variations on hand to use (Sorry the paint is so crappy, but think of the lines as you turning/snaking the grass. Like look at the Vanilla Amnesia grass models and compare yours to theirs and see how they made them.) Spoiler below!
Red = What you have right now, I think, they look to be a 6 or 8 star formation. Green + Teal + Orange = Various variations. (Add some flowers, height, subtly types or shades of grass) (2) If by any chance you know how to animate the leaves, that would be a cool thing, to watch the leaves slowly shake in the breeze as your walking through their. In combination of your leaves particle effect. Looking pretty good now. RE: Screenshot criticism thread - ExpectedIdentifier - 06-04-2013 (06-04-2013, 04:44 PM)Rapture Wrote: Tad grass overload I think. Really appreciate the feedback Yeah I though about animating the leaves, the only way I can think of doing it would be to use a script to move the entire tree slightly but that might look a bit stupid, what method were you thinking? But for the grass that could work but I think it would affect performance because of the amount of grass. And yeah, I have some different grass colours I could use, there's already one other colour variety in there, hidden behind too much of the other colour I think As for the grass positions, thanks, I will make some changes! (06-04-2013, 04:39 PM)Smoke Wrote: I think it still looks really bright, even in the shadows. You should lower the boxlight a bit, or whatever you use to light the area. Alright, will mess with the colours a bit Edit: Really happy, managed to get all the leaves and grass moving without scripting by using UV animations in the material editor, actually looks really good, especially with shadows being casted and some spot lights. RE: Screenshot criticism thread - CarnivorousJelly - 06-06-2013 SonataArctica is getting pretty awesome with the outdoor environment models :o Spoiler below!
RE: Screenshot criticism thread - ExpectedIdentifier - 06-06-2013 (06-06-2013, 07:12 PM)Kiandra Wrote: SonataArctica is getting pretty awesome with the outdoor environment models :o I've got an indoor environment that looks pretty awesome too but I'm not sure if I want to show it yet! Also that lighting looks terrific in your screenshot, puts mine to shame have you got any tips on lighting for my outdoor map? RE: Screenshot criticism thread - Rapture - 06-06-2013 You could use some gobos for your windows, and some more light shafts for the two windows beside it (Make sure they aim in the general direction of that front mirror only, not each individual mirror.) I would add a faint orange Fog Box near the windows also (Area should be a bit brighter, the windows themselves are very strong). I like the orange/reddish palette a lot, can you try adding some more faint blood red lights/billboards along the edges and see if it enhances the look? RE: Screenshot criticism thread - CarnivorousJelly - 06-07-2013 (06-06-2013, 07:23 PM)sonataarctica Wrote: I've got an indoor environment that looks pretty awesome too but I'm not sure if I want to show it yet! :D Also that lighting looks terrific in your screenshot, puts mine to shame :D have you got any tips on lighting for my outdoor map? Spoiler tags for massive amount of text :) There's a TL;DR at the bottom Spoiler below!
(06-06-2013, 07:39 PM)Rapture Wrote: You could use some gobos for your windows, and some more light shafts for the two windows beside it (Make sure they aim in the general direction of that front mirror only, not each individual mirror.) I'll give a the red billboards and a couple more gobos a shot. I was actually worried it would be to saturated :p I'll also increase the alpha on the fog box since it's not quite as noticeable as I had hoped for it to be. Quick question though: I have a gobo on the main window, it's just not really noticeable :s but the other two are spotlight-less. This is mainly because the gobos look really weird through an angled window (see here). Is there a way to stop that weirdness? RE: Screenshot criticism thread - Rapture - 06-07-2013 Your question of "weirdness" is vague, I'm not even sure to what your referring to. All I see is a badly positioned/rotated Spotlight Gobo. Spoiler below!
Spoiler below!
Didn't spend much time on it, the angle/size of the Spotlight Gobo is wrong. But with messing around with the Radius, FOV and playing with each X/Y/Z rotational values, you shouldn't have any problems getting it the way you want. |