Hey man, big fan of this project. Have been watching it on and off for a while now. Glad to see it's still alive :) I think one big problem with the lighting is it's consistency. Same light source(more or less), Same color, Same intensity, etc. I think it would be very beneficial to change up where light is coming from.…
This is a really tricky one to critique. I think others have talked to main points - Color, lack of interest/importance/focal elements, light attenuation, etc. Is starting from scratch an option? Is using 1 light an option? I think if you're able to have a clean slate and ask yourself what you'd like the viewer to pay…
Hey man, nice to see you back at this again. Since I know a bit of OverDose mapping, I know the restrictions you're working with. I also know how this maps moves and behaves, even if I haven't actually tried out the build with the new particle system, so I do take that in account. I'll see if I'm able to do a paintover…
Hey guys, Aside from the usual comment of "dog shit brown" or "piss filter yellow", I'm trying to add some colour and focal points to this small section so that it doesn't all look quite so bland and flat. ATM, even though its full of shadow, it all really does come over as quite the flatly lit area. Any suggestions would…
One thing I notice a lot with these shots...is if I were playing through this level...I'd have no idea where I'm supposed to go. Every doorway in your shots...just looks uninteresting/unimportant. Really gives me no sense of direction, or curiosity for what is beyond the spaces in these images. Trying to get more…
No, I'm suggesting the radius and attenuation (if the engine supports it) of the lights are adjusted to create a more dramatic feel. And that the position and quality of the lights are less consistent to add variation and interest to each room. Perhaps the paintover was misleading. Turning down the radius of the light and…
Endfinity Jon definitely has some great points, on the level design side of things, where do you want the player to go I think is the biggest question. Perhaps you could try a warm color spilling out from decision points in your level (ie the doorways) and the overhead lights a cooler tone. Once you have some clear player…
Hi. First of all I don't do environments or know much about making them. I like it and I think it has a lot of awesome details! I would give you my opinions though if you can make some use of them. Neon lights are weaker than normal light bulbs and I find my eye adjusting to them quicker, so it never seems that strong at…
Would love to see that paint over old bean, or even if you had chance to mess around in the level and tweak the lighting etc there :p Always nice to have more than one pair of eyes on something. On the plus side... The editor is coming ;)
Don't really have the time to do more than help out here in this thread, sorry. Basically, you need to reduce your yellows by decreasing your green and blue channel, add bluish/turqois - fog/particles. Remove thin type of foliage to reduce noise. Bring out the actual color of your props, don't wash your environment with…