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[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 - DragonRuins - 01-07-2013 I've finally gotten started on working on my custom story again and I'm absolutely horrible at lighting and placement. Especially when it comes to filling in empty spaces. The main thing I'm looking for is any advice to help make the lighting a bit more natural rather than placing point lights where it's getting dark. Also without having any light bleed through to other rooms, I always have trouble with that. Anything and everything will be a great help. ![]() Spoiler below!
RE: Screenshot criticism thread - Damascus - 01-07-2013 (01-07-2013, 01:09 AM)DragonRuins Wrote: I've finally gotten started on working on my custom story again and I'm absolutely horrible at lighting and placement. Especially when it comes to filling in empty spaces. The main thing I'm looking for is any advice to help make the lighting a bit more natural rather than placing point lights where it's getting dark. Also without having any light bleed through to other rooms, I always have trouble with that. Anything and everything will be a great help. Pic 2: Yeah that room is much too big. I would collapse the bottom-right corner to make the room an L-shape, if you have to keep the doors where they are. You could lay down some carpets and a fireplace to convert into a kind of lounge area. Pic 3: I think that hallway is a bit too wide. Shorten it by 2 or 4. As for the rooms, you're bound to have them look similar, but change up what kind of furniture they use (room 1: bed, desk, two drawers, a cabinet; room 2: bed, desk, table, cabinet, sofa). And rearrange the furniture in each room. RE: Screenshot criticism thread - NaxEla - 01-07-2013 ![]() Someone should totally make some high-res carpets. RE: Screenshot criticism thread - Kman - 01-07-2013 Definitely not bad, though you're barely showing off anything. All I can tell from this screenshot is that you're pretty good at using billboards and lighting, and you know how to place static objects and entities; there's not a whole lot to critique. Only issues I can see is that there's no welder in between the two windows so you can see the seam between them and the angel of the light coming out of the windows doesn't match up with the angel of the billboards. You might also want to make those spotlights a little dimmer, since they seem a little bright right now. And of course the rug, but there's not a whole lot you can do about that. RE: Screenshot criticism thread - NaxEla - 01-07-2013 (01-07-2013, 07:46 AM)Kman Wrote: Definitely not bad, though you're barely showing off anything. All I can tell from this screenshot is that you're pretty good at using billboards and lighting, and you know how to place static objects and entities; there's not a whole lot to critique. Only issues I can see is that there's no welder in between the two windows so you can see the seam between them and the angel of the light coming out of the windows doesn't match up with the angel of the billboards. You might also want to make those spotlights a little dimmer, since they seem a little bright right now. And of course the rug, but there's not a whole lot you can do about that. Thanks for the feedback. I'll fix a few things up ![]() RE: Screenshot criticism thread - CarnivorousJelly - 01-08-2013 (01-06-2013, 05:44 AM)Streetboat Wrote: Oh, Kiandra, I just noticed that your pictures were sort of swept under the rug due to being the last post on the last page- I wanted to point out that I really like your color scheme in the first picture. The complimentary colors of orange and blue (from your first picture to your second) are very cosmetically pleasing, and actually make me interested in the story because I would love to see how it pans out, since it clearly involves a progression of time from day to night. Your lighting is very pleasant. Oh my ![]() I completely forgot I had posted to this thread when I saw the Dark Room pictures RE: Screenshot criticism thread - Danny Boy - 01-08-2013 (01-06-2013, 04:34 AM)andyrockin123 Wrote: Your glowing shrooms intrigue me. You Intrigue me ![]() RE: Screenshot criticism thread - CarnivorousJelly - 01-08-2013 (01-07-2013, 01:09 AM)DragonRuins Wrote: I've finally gotten started on working on my custom story again and I'm absolutely horrible at lighting and placement. Especially when it comes to filling in empty spaces. The main thing I'm looking for is any advice to help make the lighting a bit more natural rather than placing point lights where it's getting dark. Also without having any light bleed through to other rooms, I always have trouble with that. Anything and everything will be a great help. For the lighting predicament: Spoiler below!
Spoiler below!
Spoiler below!
Spoiler below!
Spoiler below!
Spoiler below!
And check out this guy for more details on deterrents, incentives, and other stuff. It may be written for Halo, but the same concepts (other than combat) apply to Amnesia. RE: Screenshot criticism thread - DragonRuins - 01-09-2013 (01-08-2013, 01:20 AM)Kiandra Wrote: Sorry for the rambling, hope it helped a little bit! Thank you very much for the feedback/help. If it makes it easier for you to see how the map looks (and you can see other parts of the map and how it looks in-game) , The Beer Cake did a two-part playthrough of my Test1 Demo of the map. TheBeerCake's video And actually, there are two brutes used for the scare. The first one us foreshadowing what is to come. ![]() RE: Screenshot criticism thread - CarnivorousJelly - 01-09-2013 (01-09-2013, 04:27 AM)DragonRuins Wrote: And actually, there are two brutes used for the scare. The first one us foreshadowing what is to come. Oh devious! o: It definitely helps to see the game from a player's perspective -makes it much easier to gauge the size of the rooms. |