(02-01-2013, 12:13 PM)JustAnotherPlayer Wrote: EDIT: No replies?
The texture by the ceiling in the third picture is too low res. You have probably stretched an object very much. Avoid doing that. The second picture has some flickering issues on the ceiling as well as a tiling issue in the corner above the stairs. It could be so that it's unavoidable due to how the assets are designed, but you might want to cover it up with eg. boards or something else which might fit. You might also want to disable hints, in order to remove that text.
Also try to think what story your environments tell. What purpose did this room serve? At the moment it looks empty. The design on the general stucture is interesting though. Try to come up with an idea for it, eg; storage room/broken+abandoned section/wine cellar/torture chambers/servant quarters - that might give you direction in where you'd want to take the area.
Good luck!
(02-01-2013, 07:27 PM)Statyk Wrote: I suggest you add a boxlight or something, the contrast from light to pure black is horror...
Ahem. Some might disagree with me on this
ジ
(This post was last modified: 02-01-2013, 07:51 PM by Acies.)
(02-01-2013, 11:55 AM)Hardarm Wrote: More technically, Alpha enhances the Specular maps
Hehe, I knew there had to be a more technical term for what I was trying to describe
@JustAnotherPlayer:
I think we might be confusing you a bit with the "fix the contrast between light and dark" considering that's the only thing you haven't attempted to fix. So here's an example (in the spoiler tag) :
Spoiler below!
See this image, it looks like your map (lighting-wise) in this picture
The darkness looks highly contrasting (there's a huge difference that looks unnatural). I have the box light turned off for the room right now. The second image below has a colour similar to the natural source of light (windows) of the room, but it's lower intensity (I usually have Alpha turned to 0 on all but the most important light).
Notice how everything is visible, but the areas closest to the light sources are the brightest. It gives the effect of light bouncing around the room and makes it look more natural.
Try putting in a box light similar in colour to the torches (values of each colour in the order red>green>blue) and mess around with it until you get a colour that blends nicely with the torches, but isn't too bright to look unnatural.
If I happen to be jabbering like an idiot and making no sense to you (I tend to do that rather frequently), try referring to this tutorial for more information.
EDIT: Also, is this looking any better?
Spoiler below!
(This post was last modified: 02-02-2013, 03:59 AM by CarnivorousJelly.)
(02-07-2013, 08:39 PM)Lucke Wrote: Not like it had any competition...
YC's tutorial series and Palistov's 101 (which I can't find right now for some reason) have been like a bible for me XD Although if we're talking strictly about discussion threads with actual conversation going on, that's a bit different
(This post was last modified: 02-08-2013, 12:42 AM by CarnivorousJelly.)