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[Amnesia] Screenshot criticism thread - Printable Version

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RE: Screenshot criticism thread - Sel - 12-16-2011

http://dl.dropbox.com/u/3332789/Amnesia/Props/drawers.jpg

Needed some new stuff to practice texturing on.



RE: Screenshot criticism thread - Sel - 12-18-2011

Finished the high poly, updated previous post with new image.



RE: Screenshot criticism thread - Kman - 12-18-2011

(12-18-2011, 04:07 AM)Sel Wrote: Finished the high poly, updated previous post with new image.
wow, that's some of the highest quality work i've seen come out of here! and obviously yes, you do need to work on texturing a lot, but that would be my only critique. keep up the great work!


RE: Screenshot criticism thread - Quotentote - 12-18-2011

http://imageshack.us/photo/my-images/221/amnesia2011121821294270.png/

http://imageshack.us/photo/my-images/831/amnesia2011121821281554.png/

my first work in progress =)
first part almost done Big Grin



RE: Screenshot criticism thread - Kman - 12-18-2011

[Image: espbaw.png]

Figured i'd throw another one up here.


RE: Screenshot criticism thread - Wooderson - 12-19-2011

Khrypa, is it possible for you to render your first screenshot to suit my monitors resolution 1920x1080?

The screenshot is amazing and tried making it my background but it looked slightly pixelated, stretched etc.

Cheers Wink



RE: Screenshot criticism thread - Linus Ă…gren - 12-19-2011

How about this one?

Spoiler below!

[Image: 2011-12-18_00002.jpg]



RE: Screenshot criticism thread - Quotentote - 12-19-2011

(12-19-2011, 04:14 PM)junkfood2121 Wrote: How about this one?



Spoiler below!


[Image: 2011-12-18_00002.jpg]
creepy :< i would shit my pants while going through this corridor :<





RE: Screenshot criticism thread - Khyrpa - 12-19-2011

I made another "TDD study". This time I checked out the 13_machine_room and here's some thoughts about it.

Spoiler below!
[Image: machineroom.png]

"All the pipes coming from random places and going throughout the level"

Does it make sense? Nope!
Does it look good and distinct? Hell yes!
Right when you spawn into the map, you know that place has something to do with machines and puzzles.
Also notice the faint blue glow in the puzzle item. Right when you come back from the machinery that needs work, you should notice it.

Spoiler below!

[Image: puzzleroom.png]

This screenshot is from the room with the actual puzzles. There is just one actual light source, but still you can see pretty clearly inside it (bad screenshot). A box light with color:
Red 0.06
Gre 0.06
Blu 0.025
does enough to illuminate the place. You don't want players to feel lost in a puzzle area and it doesn't even look bad or unrealistic.



Quote:Khrypa, is it possible for you to render your first screenshot to suit my monitors resolution 1920x1080?

The screenshot is amazing and tried making it my background but it looked slightly pixelated, stretched etc.

Cheers Wink
The map is released and you can find it here, so just do your own screenshots. Just put // in front of every collide callback between line 37 (//largeroom) and 42 (//room with 2 ways) so the colourful things don't disappear there.

Quote:Sel:
Needed some new stuff to practice texturing on.
That shouldn't be hard to texture, right? Wink
Its cool you're doing new props to break off from the old repetitive models we have to use, but isn't there enough drawers for the tinderbox maniacs to open already? And yeah, I can't say anything constructive because I'm just starting modeling myself or more like making sense of maya's interface madness.

Quote:Quotentote:
my first work in progress =)
first part almost done Big Grin
First picture has a lot of things I can't make sense of. The light from those candles fades away really quick and there is a lot of complete blackness in the screenshot. Having half of the picture in complete blac is a bit too much. Why is the candlestick glowing blue beside the statues? Is it supposed to be mystic/trippy map?

Second picture has a lot of complete blackness too. The walls look repetitive, perhaps decrease tilesize values or add subtle decals. The picture is so small I can't make sense of whats in the red light above the doorway.

Btw, don't forget mapping right after you release your map. That has happened to too many people already! It's actually rather constructive hobby to have, instead of shooting pixel-people in battlefield 3.

Quote:Kman:
Them screenshots, so small! Perhaps use some dramatic shots that can be made sense easily for your story's selling eyecandy. (or have someone else take higher res ones)

Quote:junkfood2121:
How about this one?
I have to scroll around the picture to see everything, you could have resized it.
Another well executed corridor picture. What can I say? Add a ps_light_dust at each torch? haha


RE: Screenshot criticism thread - Sel - 12-19-2011

(12-19-2011, 06:19 PM)Khyrpa Wrote:
Quote:Sel:
Needed some new stuff to practice texturing on.
That shouldn't be hard to texture, right? Wink

I hope so ;___;

I need to get good at it before I try to texture a level tile set

(12-19-2011, 06:19 PM)Khyrpa Wrote: Its cool you're doing new props to break off from the old repetitive models we have to use, but isn't there enough drawers for the tinderbox maniacs to open already?

http://www.youtube.com/watch?v=YjpsbZ6aVgQ&feature=related