#10040 posted by
Spiney on 2013/12/04 18:29:58
blue sky feels a bit too saturated to me, but otherwise it's excellent
Me Too
#10042 posted by
Spiney on 2013/12/04 19:45:17
but I think they would be better if they were a bit more orangy like the one on the left? opinions opinions...
Don't Mind The Window
But don't ever ever fuck with the skybox.
#10044 posted by
Rick on 2013/12/04 19:56:56
Looks very nice. I also have to agree with a couple of comments.
I think the upper square window has too much of a greenish tint, more to the orange side would look better I think. And the way the light from it illuminates the surrounding wall is a little unnatural looking. That light would have to be reflected back onto the wall and there is nothing there to do the reflecting.
Had PS Open, So
#10045 posted by
Spiney on 2013/12/04 20:19:07
What I had in mind...
click
About the lights being unnatural, I think the windows would stick out much more without them.
It's okay to sacrifice realism for improved local contrast, imo. Plus you need some kind of light source for lighting those parts anyway.
Doesn't bother me much.
#10046 posted by
Trinca on 2013/12/04 20:33:20
mfx and sock awesome pics, can't wait to play then!
#10047 posted by
- on 2013/12/04 20:37:39
Windows are fine, that sort of unnatural spilling I think is fine in Quake
Lel
Sock
#10050 posted by Tronyn on 2013/12/04 23:48:28
is that a remake of e2m1? (I got that impression, or at least an e2-ish impression, from the moat/drawbridge type setup).
Looks amazing. Extremely atmospheric.
ps, I always light windows like that. if it's inside the light must be coming from outside, if it's outside the light must be coming from inside, heh.
#10051 posted by
JneeraZ on 2013/12/05 15:51:22
I guess what hits me wrong there is not necessarily that it's physically inaccurate but more that it makes it plainly obvious that there's a spherical light source sitting in front of the window. I dunno ... I'll shut up. :)
#10052 posted by
metlslime on 2013/12/05 20:44:02
I agree with willem, FWIW
The current technique would probably be fine if the light was more subtle. Currently it's bright enough that it has my brain looking for a source. Dimmer and I might accept it as general ambient lighting bounced from somwhere else.
#10053 posted by
[Kona] on 2013/12/06 01:39:55
nope i like the blue sky over that dull grey. adds contrasting colour and is unique.
#10054 posted by
Spiney on 2013/12/06 12:06:04
I think it's the fact that the sky is the only thing in the scene with that color. When compositing a scene you need to repeat the main hues in several locations in a scene or it might look off. Ditto for the windows actually. It doesn't need to be as bright or saturated either, just repeating a certain set of hues already helps a lot. I tried to tone it down to bring it more in line with the rest of the scene, but ideally there should be other things in the set that share the color palette.
Telefragged
#10055 posted by
ijed on 2013/12/07 22:04:23
Looks like a lot of rubicon stuff in the works. :)
Not Really
But it's kind of flat, and in more way than one. The lighting could be a bit more dramatic, surely, and perhaps sink the middle of the floor, a bit?
An Attempt To Pack In As Much Detail As Possible.
I have been wondering how much detail you can pack in to a map before things start to break. I got to this point when I started seeing wandering vertices and degradation.
http://www.quaketastic.com/files/screen_shots/5the1m1.jpg