(05-11-2013, 05:15 AM)Rapture Wrote: @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)
Haha, well, the custom story is completely in Grayscale Hence the name; Amnesia: Acromatopsia.
This is a small library like room, with a set of bookshelves behind where the camera is.
I'll add some more lights and perhaps a slightly brighter boxlight for brightness purposes, and probably double the size of the fireplace for a larger fire with better flicker.
For architectural issues, I cannot increase the height nor lower the floor.
The neatness is also there because well, without being too spoiling, the events that take place at the time the game is played is practically just after a suicide off the front of the mansion. Since the new occupant (you) was heading there to check it out, all the furniture is still there as it was. Even the books on the floor near the table without the candlelight.
(05-11-2013, 05:15 AM)Rapture Wrote: @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)
Haha, well, the custom story is completely in Grayscale Hence the name; Amnesia: Acromatopsia.
This is a small library like room, with a set of bookshelves behind where the camera is.
I'll add some more lights and perhaps a slightly brighter boxlight for brightness purposes, and probably double the size of the fireplace for a larger fire with better flicker.
For architectural issues, I cannot increase the height nor lower the floor.
The neatness is also there because well, without being too spoiling, the events that take place at the time the game is played is practically just after a suicide off the front of the mansion. Since the new occupant (you) was heading there to check it out, all the furniture is still there as it was. Even the books on the floor near the table without the candlelight.
A suggestion that may work:
Make the map ingame as a coloured map. Make an awesome lighting anyway, because the fact that he sees black and white is no excuse of a bad lighting. So player will see the sametones of what one'd see in coloured eyes. It may help making it more realistic.
Just make it coloured and then apply the effect.
listen to boards of canada
(This post was last modified: 05-11-2013, 11:54 AM by Hardarm.)
(05-11-2013, 11:54 AM)Hardarm Wrote: A suggestion that may work:
Make the map ingame as a coloured map. Make an awesome lighting anyway, because the fact that he sees black and white is no excuse of a bad lighting. So player will see the sametones of what one'd see in coloured eyes. It may help making it more realistic.
Just make it coloured and then apply the effect.
Actually, the map is presented in full colour, just like any map is. What happens is that the game calls the FadeSepiaColorTo() function and with a few tweaks with some files, causes the game to become grayscale instead of a dark red.
I'll screw around with some more lighting. The room itself is 0.2, 0.3, 0.37, which if you divide by 3 = 0.29, so the room is actually 0.29 gray :3
(05-11-2013, 04:50 PM)Rapture Wrote: Is the camera purposely close to the ground, or is that player height? I feel like a pygmy.
Oh, and the green/red/yellow leaves look like butterflies.
Nope, that's a problem I ran into. This is only getting/testing assets for a project that I'm starting over the summer. So I know that I need to fix the size of some assets when I actually start creating the game, I also need to reduce the poly count of some of the assets, or use less of them as it's causing performance issues.
I don't understand this! Why is it that every time someone in this community makes something good, other people feel the need to leech off of it and use those models in their own work, rather than just simply appreciating it for what it is?
I mean, seriously, your first reaction was "woahhh! Where can I get those?" Can't you just be like "hey, great job, man, I love the custom assets!"
lighting looks kinda shit though I understand it must be hard to do day light with HPL2 but either way the light looks like it was taken from the level editor with ambient light on. Someone smarter then me should give him some advice!
On the environment though I dont think it looks that realistic, but I still think it looks awesome, has this nice and mysterious feel to it, such a shame the lighting cant match the quality. I do agree with rapture though that the angle could have been a bit better.
As for performance maybe you should tune down the res on the trees a little cause it looks quite high.
(This post was last modified: 05-12-2013, 09:58 AM by WALP.)