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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 - Acies - 05-10-2013 (05-10-2013, 12:55 PM)Hardarm Wrote:Hahahaha! Gave me a good laugh.(05-10-2013, 12:47 PM)JustAnotherPlayer Wrote: I think most of you (Robosprog, Kman, Hardarm, Kiandra etc.) use Amnesia assets better than I do - and are more well versed within the knowledge of "possible models" to fit into a map. I mostly look at the models/lighting/particles etc. thinking "well you should probably change the surface of that model, it looks odd in that light" or "that scene would really look better with a few custom made lights" but then I realize you are not modelers. I solve most of my "problems" by making custom assets; "Oh I need this type of shadow here" - create a custom gobo or "This fog looks odd" - create a custom particle. You work with "modifying existing assets" until you achieve something which is similiar to what you want - I don't know any profound tricks as to how you modify asset X to look like "what I want". This is sort of why I'm having trouble giving critique to the more skilled users of the forum - because all I want to do is arrange a list of custom assets while you think about how to arrange existing ones. Different ways of approaching modding! As for an attempted critique to hardarm: Fun to see you pimp the valvebox with some billboards! You have the lamp (Traggeys) emitting yellow light, the pipe having a green light on it, the valvebox has some small white lights plus an orange light on it - currently I only see the yellow light from the lamp. You could create some variations to it by adding smaller lights representing the different tones of the billboards. You could also direct a yellow spotlight towards those pipes to create some shadows on the walls behind. As for the composition, the placement of the assets, I think it's nice. Just another player: You post a lot of screenshots which all "carry the mistakes of your previous one onto the next". Your scenes are often overly bright with very strong billboards. I suggest that you sit down and "train yourself" using billboards and lights to learn - because as I currently see it the same mistakes are repeated; use the criticism of this thread to change/improve your work - because currently you are not. You might not agree with the criticism given, ultimately you are the boss of your work - so putting personal taste over "general taste" is important but you should be aware of it when doing it. RE: Screenshot criticism thread - Adny - 05-10-2013 (05-10-2013, 04:05 PM)Robosprog Wrote: Vastly exaggerating, and I love hardarms screenies, and often give him criticism in steam, so why is it bad that I show that appreciation publicly? (03-10-2013, 12:20 AM)Robosprog Wrote: Hardarm has won the thread. RE: Screenshot criticism thread - Hardarm - 05-10-2013 (05-10-2013, 05:26 PM)Adny Wrote: [quote='Robosprog' pid='231039' dateline='1368198329'] often Often =! Always And he said he does it on Steam. Why comparing these posts? Btw i'm trying to be really neutral here D: This thing if it gets for far too long could embarass me D: EDIT: Thanks Acies and Adny for the criticism ![]() JAP, there are already a lot of billboards I guess :U RE: Screenshot criticism thread - PutraenusAlivius - 05-11-2013 A few screenshots from my Bedroom in AFM. Tell me what is wrong. Spoiler below!
RE: Screenshot criticism thread - Adny - 05-11-2013 Generally (i.e. applying to all the screens you've shown here) your lighting really lacks contrast in terms of brightness. You have a really bright boxlight; most of the corners of your room shouldn't be that bright. Tone down the box light, then use (faint) pointlights where necessary. Try to simulate light spread. Put stronger/brighter PLs closer to the light source (e.g. your window), and put weaker ones farther away. RE: Screenshot criticism thread - PutraenusAlivius - 05-11-2013 (05-11-2013, 02:09 AM)Adny Wrote: Generally (i.e. applying to all the screens you've shown here) your lighting really lacks contrast in terms of brightness. You have a really bright boxlight; most of the corners of your room shouldn't be that bright. Tone down the box light, then use (faint) pointlights where necessary. I don't have a box light. The point light radius is just that big. RE: Screenshot criticism thread - Adny - 05-11-2013 That's even worse ._. RE: Screenshot criticism thread - Romulator - 05-11-2013 Well, nobody criticized my screenshot, so I'll try once more, and once more only. Spoiler below!
RE: Screenshot criticism thread - Zaari - 05-11-2013 (05-11-2013, 02:39 AM)ROMul8r Wrote: Well, nobody criticized my screenshot, so I'll try once more, and once more only. Here's a bunch of things that I'd recommend doing: Spoiler below!
RE: Screenshot criticism thread - Rapture - 05-11-2013 @R0Mulr8r - It's hard to criticize work that doesn't represent the actual look or feel in-game. (Unless your the entire shot is just for fun/practice, that is a different story.) And I'd rather the picture be in color because lighting is very important and I haven't lived in the B&W television times so I wouldn't know how to compare it. But to criticize it... like Zaari has said. (1) The room's height is to small. (2) The room is extremely neat and sparse. (2a) And well I like it for some reason, only because it is in B&W. Because from what little footage I have watched, old B&W shows have this sorta feel. (Might want to add a bigger roaring fire to the fireplace, with an opulent chair, and a old guy in a bath robe smoking a Cuban cigar with whiskey, and he sports a spotty thin mustache) |