I'm actually quite tiered of the contrasty yellow look to, no offence. But it feels that alot of your work is pretty much disappearing in these colors. Though i know that you said that that was something you didn't want to change, evvur, you should reconsider
I actually made a decision a while back for at least my levels that the indoors will be much more subtle in colour correction, while the outdoors will be quite overblown. I'm trying to really get this feeling of a messed up world going, where the outsides are full of radioactive style, ruined worlds. As I said, indoors will be much more subtle.
HOWEVER.
I'm always open to feedback, and if anybody is up to some paintovers as such I'm sure I can wip up some WIP examples and get more feedback with regards to colour
Those pics I posted above are with all post processing disabled, because people were having a hard time with the post processed shots and wanted some to paint over or what have you.
Lighting, post processing, foliag etc, its all heavily WIP anyway and will change as/when it needs to. ATM, I'm much more worried about layouts etc.
If we get another coder on board, and somebody to animate for us, sooner than a lot of people think.
I tried to mess with the lighting. I didn't want to ditch the post process totally, BUT, I did tone it down a lot, and a lot more of the features pop through:
Nice! Burst rifle looks great, but some of those gouges in the metal look pretty implausible -- what could have softly sliced into it like that? Even wood is too hard to make chunky, soft cuts into that deep.
Bolt pistol looks rad too, but the barrel needs thickened up! The actual inside of the tube should be exactly the same size as the cartridges for the gun to function.
Odium, that environment looks great, but the post process color as you've been using it really isn't doing it a lot of favors. I would tone it wayyyy down, or jump right into cool colors and tinge it sky blue. But that's a matter of taste! To me, clean, clear, vivid outdoor lighting with grunge and slime everywhere is a very realistic, very believable environment -- like you walked outside on a sunny day after everything had gone to hell.
Joseph: Thanks for the kind words I get what you say about the cuts, I will keep them like that until the low is done and baked, if it still looks weird I will sharpen them up
Hey guys, not sure if you need any help, or if I'd even be what you'd need, but I'd love to help with some props, or foliage, or anything, really. Anything you need.
PM me if it interests you at all. I love what you're doing with it all.
I guess one of the main things ATM I was in need of doing was that tree in the above shots of the map, it needs to be more special, much more stylish than a boring tree.
The post processing is ruining the palette for me, its going down the "Rusty toilet" route with nothing to balance it out and the overall composition is lacking in areas. That being said, the assets are looking great. Cant wait to give it a play!
Might be worth placing some cameras in specific locations in the map and then trying to form pleasing compositions that highlight routes and letting the rest of the map fall into place around that.
The environments look neat, I'd love to see what happens in them though. I know there are guns and stuff, from what I've seen in other shots. Trailer, trailer, trailer!
Only thing for me though: Isn't the point of the video to show a walk around/fly through of the environments right? This seems more like a compilation of screenshots that highlight: moving fire- swinging lights- volumetric shadows.
Also, you said there are no FX, but fire constitues as an effect right? What sort of FX are you referring to?
Still messing with the post processing, trying to get the colour back in there while keeping the post apoc feel. Also ignore the terrain, temp stuffs innit:
Been working on the soon finished lowpoly lately, sorry for the lack of updates hope I can provide some more updates in the future
Just above 10k tri's.
Holy crap, I remember reading about this project years ago - I think I even emailed about helping out but never commited since I had only messed around with a editors for q3 and other basic stuff. In retrospect I could've spent a lot more time since then learning... :P
I doubt at my current skill level I can contribute anything meaningful, I will have a look through the team blur forums though.
Hmm, looking at the low, theres a lot of room for cutting polygons that can be added into defining more shapes where needed. I'll do a quick paint over in a bit, just trying to get the other halves laptop sorted
Replies
nah, but serious comment here, the yellow is starting to kill me. i'm pretty bored of yellow/brown games now
HOWEVER.
I'm always open to feedback, and if anybody is up to some paintovers as such I'm sure I can wip up some WIP examples and get more feedback with regards to colour
But for now, a new map model:
cheers
Lighting, post processing, foliag etc, its all heavily WIP anyway and will change as/when it needs to. ATM, I'm much more worried about layouts etc.
I tried to mess with the lighting. I didn't want to ditch the post process totally, BUT, I did tone it down a lot, and a lot more of the features pop through:
Bolt pistol looks rad too, but the barrel needs thickened up! The actual inside of the tube should be exactly the same size as the cartridges for the gun to function.
Odium, that environment looks great, but the post process color as you've been using it really isn't doing it a lot of favors. I would tone it wayyyy down, or jump right into cool colors and tinge it sky blue. But that's a matter of taste! To me, clean, clear, vivid outdoor lighting with grunge and slime everywhere is a very realistic, very believable environment -- like you walked outside on a sunny day after everything had gone to hell.
PM me if it interests you at all. I love what you're doing with it all.
Remake:
http://www.team-blur-games.com/odium/foliage_remake.zip
Current:
http://www.team-blur-games.com/odium/foliage_example.zip
I guess one of the main things ATM I was in need of doing was that tree in the above shots of the map, it needs to be more special, much more stylish than a boring tree.
Otherwise pretty nice work.
Might be worth placing some cameras in specific locations in the map and then trying to form pleasing compositions that highlight routes and letting the rest of the map fall into place around that.
Also, the level editor will be releasing this week, woop!
The environments look neat, I'd love to see what happens in them though. I know there are guns and stuff, from what I've seen in other shots. Trailer, trailer, trailer!
No particle effects, very early days, but I'm only one man... View in HD at:
[ame="http://www.youtube.com/watch?v=pTqY_Tei_JQ&hd=1"]OverDose - Map Teaser Thingy - YouTube[/ame]
1) Dat fire flicker. I thought something was wrong with the video at first.
2) Is the volumetric light effect swinging opposite to the light fixture itself? I couldn't tell if it was an optical illusion or not.
Only thing for me though: Isn't the point of the video to show a walk around/fly through of the environments right? This seems more like a compilation of screenshots that highlight: moving fire- swinging lights- volumetric shadows.
Also, you said there are no FX, but fire constitues as an effect right? What sort of FX are you referring to?
The fire flickers been toned waaaaaay down btw.
Just above 10k tri's.
I doubt at my current skill level I can contribute anything meaningful, I will have a look through the team blur forums though.
Odium: Sure thing Just wanted to show how it's going before going to the gym.
Still just above 10k tri's