[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 - DamnNoHtml - 09-26-2013 Jonny I used your pillar model because its awesome and fit perfectly. Click for larger RE: Screenshot criticism thread - Rapture - 09-26-2013 @Jonny This is just my assessment of your picture... I'm guessing it's in the modern age, and an entire house? I have never seen any rich or fancy condos, apartments like that yet. I'm not even sure what style the building is supposed to be based off. Spoiler below!
Red - Outside or inside drapes like this? Or the more modern blinds? Yellow - Flowers in pots Green - Wall Plants in pots? Orange - Long versions of a bunch of flowers in a single rectangular pot, or a stone bench? Blue - Cloth draped over the railing sides Purple - Cloth draped over the roofs Brown - The overhanging cover shades over decks or in front of buildings, not sure what they are called. Can't wait to see what you add in later! RE: Screenshot criticism thread - JonnyAnomaly - 09-26-2013 Rapture, thanks for the suggestions. It has turned into a bit of a mash-up of styles, but originally these were the main pictures I was looking at before I started. Not sure what its called, but something fairly modern I guess! RE: Screenshot criticism thread - Acies - 09-26-2013 Jonny: I think the trees in the distance (and the horizon etc.) look really awesome! Best seen in picture 'house1', one of the best outside areas I've seen. I think that you should divide the building into sections of colortones. At the moment it looks monotone and a little unnatural. I've painted an ugly example from your reference picture: Listing some ideas for colors as well as 'normal map' surface differences. Basically the colors doesn't need to be vastly different, could just be different tones. In image: 1: Beige. Molded pieces of pillars and archways. Surface would be fairly flat, concrete like. 2: Yellowish. Wall. Surface has more noise, alike ( http://img001.us.expono.com/100469/100469-34575-c1b61e_l.jpg ) but not quite that much. 3. Gray. The panels of the windows and greenhouse. Alternatively white wooden panels on the house and gray metal on the greenhouse. I really like the area. Best of luck :] RE: Screenshot criticism thread - JonnyAnomaly - 09-26-2013 Thanks for the feedback, Acies. The textures in general definitely need some love Does anyone know why sometimes a normal map is lit from the opposite direction of the light source? Like the bricks on my walls, they light correctly from the left and right, but when lit from above, the bottom bevel of the bricks is lit when it should be the top. However, when I apply the texture to a plane, it works fine. I tried flipping the UV's vertically in Maya but there was no change... RE: Screenshot criticism thread - PutraenusAlivius - 09-27-2013 So I decided to remake my first CS with AAMFP assets and I made this in a week or so. It's 5 pictures put into one so it might be too big or file size too large. Spoiler below!
RE: Screenshot criticism thread - i3670 - 09-27-2013 (09-27-2013, 10:40 AM)JustAnotherPlayer Wrote: So I decided to remake my first CS with AAMFP assets and I made this in a week or so. Too large tiles in my opinion. RE: Screenshot criticism thread - Rapture - 09-27-2013 Just needs some love in some life-like lighting and some more clutter, and it will be all set. (And reduce the tiles-size like i3670 said) RE: Screenshot criticism thread - Traggey - 09-30-2013 Not HPL, but still want some critique! <3 RE: Screenshot criticism thread - Kreekakon - 09-30-2013 Do you plan on giving the windows a bit of a glowy light ray effect? Because that would be pretty :3 |