[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 - Zokrar - 11-03-2013 WAPEZ: I wouldn't go as far as saying your lighting is shit, but what I would suggest is use brighter point lights, to make it seem like the light actually leaves the source (candles specifically, windows look good) more so than it does currently. I'm no expert with lighting myself, so that's all I'm able to suggest. (repost from last page) Old: Spoiler below!
Spoiler below!
What I changed: - Made planks on shed more sporadically placed - Added variations of trees - Made floor more realistic - Changed fog/sky - Changed lighting How should I improve it further? Also, the lighting in this picture doesn't truly represent the real lighting. I had to crank up the brightness to be able to see anything in the screenshot. RE: Screenshot criticism thread - Wapez - 11-03-2013 (11-03-2013, 04:44 PM)Zokrar Wrote: I wouldn't go as far as saying your lighting is shit, but what I would suggest is use brighter point lights, to make it seem like the light actually leaves the source (candles specifically, windows look good) more so than it does currently. I'm no expert with lighting myself, so that's all I'm able to suggest. Thank you, I'll think of this in the future. Also, my screenshots tend to become a lot darker than the actual game. RE: Screenshot criticism thread - CarnivorousJelly - 11-04-2013 (11-03-2013, 04:44 PM)Zokrar Wrote:I definitely like the new one more! It looks much more reasonable than your old one did. (11-03-2013, 04:44 PM)Zokrar Wrote: How should I improve it further? Also, the lighting in this picture doesn't truly represent the real lighting. I had to crank up the brightness to be able to see anything in the screenshot.That should be a red flag to you. If you're finding it hard to see anything, then your player is going to find it hard to see/appreciate the map. It looks like it could be just a teensy bit darker (than your edited screenshot), but not a ton. Aside from that, you could make the shape of your lodge/house a little more interesting - it doesn't have to be a perfect box! Maybe use some planes to create a chimney/fireplace vent on one side, add a front porch, a stack of logs next to the door, etc.. :D RE: Screenshot criticism thread - CarnivorousJelly - 11-04-2013 Edit: Shoot! Double-post. I'm so sorry! D: I meant to copy this and add it to my previous post. (11-03-2013, 12:21 AM)Wapez Wrote: (11-03-2013, 03:56 PM)Wapez Wrote: I'm avoiding homework, so what better way to do that than provide critique? :p (spoilers for size) Spoiler below!
For anyone else reading this, feel free to add, because I'm sure I missed something. RE: Screenshot criticism thread - PutraenusAlivius - 11-04-2013 Crits is insulting Wapez. Wow. I wonder if Crits can make it this good. RE: Screenshot criticism thread - Daemian - 11-04-2013 (11-03-2013, 03:02 AM)Acies Wrote: Add 'waterpools' with a strong red+green intensity in the specular maps to simulate water on the rocks. Hey, Acies, a question. Sorry to intrude here. What's the reason for that? Which role play the red/green channels in specular maps? I have a soda machine I'd like to make it look wet. Spoiler below!
RE: Screenshot criticism thread - Wapez - 11-04-2013 Thanks Kia! That's some great advice, and I'll definitely try to improve the aspects that you pointed out. And thank you for putting so much time and effort into it! It means a lot. RE: Screenshot criticism thread - Acies - 11-04-2013 (11-04-2013, 08:07 AM)Amn Wrote:Amnesia's specular maps are storing information in the green and red channel of an image. The blue channel isn't read at all - and should be black. Each channel is a black and white image, the more white the more red/green/blue.(11-03-2013, 03:02 AM)Acies Wrote: Add 'waterpools' with a strong red+green intensity in the specular maps to simulate water on the rocks. Green stores something called gloss. Gloss defines how large a highlight on your model/texture becomes. A bright glossmap (in amnesia's case; a lot of green) will cause a pointlight to light a smaller, focused point on the model - while a darker glossmap will cause the pointlight to light 'all over the surface' rather than focusing the light. Red stores the specular information. The brighter the red color the stronger the reflection of light. RE: Screenshot criticism thread - Alex Ros - 11-05-2013 (11-03-2013, 04:44 PM)Zokrar Wrote: ... Well, sorry for intrusion, but I have to confess I prefer Old version. An argument is that Old version is completely unrealistic, but at the same it looks like it's INTENTED to be unrealistic, thus the whole green & orange over-saturated environment perceived like a style, an artistic approach. New version is pushed towards reasons and realism and thus all "errors" do look like errors, not like it's intended to be that way, but just errors and nothing more. In conclusion I would recommend to decide for yourself where do you want to move - to realism or artistically stylized unrealistic picture. It's 2 absolutely different ways and you've to choose. P.S. I hope my bad English was good enough to be understandable at least. (11-03-2013, 03:56 PM)Wapez Wrote: Another set of pictures here: ... I would love to say some more things about your level design. It looks boring and non-interesting not just because of it lacks of details and presents lots of unreasonable unbelievable things. But as I believe it simply lacks of IDEA and thus AŠ”CENTS. I mean while looking at your pictures I do not understand (basically do not feel) what is that you want to show me. Is that just desolation and that's all? Or is it the atmosphere of foreseeing some unknown danger? Maybe that place is a familiar place and I, as a player, should be saddened while observing that abandonment? Etc. I hope you will understand what I mean. There's no certain mood, it's all in the middle, not gloomy, not sad, not dangerous, etc. And finally when you will decide for yourself what is that EXACTLY do you want me to feel while roaming your levels, it will be real easy for you to understand what details do you need, what you want to put into shadows and vice versa what you want to accent with lights. Just for another example, while I am looking at Robosprog screens I always have a very certain feelings. Always. And even if something wrong (like with those lumi-mushrooms lighting up whole environment) it does not really matters, because I feel that he knows FOR SURE what he wants to show me. And that's the forever-win way to make nice levels. You have to know for yourself for sure what do you want me to feel and to think about. RE: Screenshot criticism thread - CarnivorousJelly - 11-05-2013 (11-05-2013, 01:10 PM)Alex Ros Wrote: <TL;DR: Old Version is better> I agree with you about stylized mapping. I should probably have clarified that my critique was based on a "realism" approach. And your English isn't bad! I understood what you were saying perfectly (I think). |