After reading all the furor, and seeing before and after shots of the "fix", I decided to skip it and stick to the standard release. I've played through the game before on console, and this is maybe a sort of crazy notion, but super-crisp high-res graphics just wouldn't seem to fit the mood of the game. It strikes me as…
I ran into this issue on a lighting only project I did a while back, a decrepit building with very little pockets for light to come through. I pushed and pulled settings for a while and had to stop when I could no longer achieve the strength that I needed. However, for me, that was step one. Your directional usually can't…
I like games I can sit down and enjoy without worrying about the technology behind it. Seriously, do many of you guys *actually* enjoy games anymore. Or do you just sit around bitching about what is wrong with the current crop? I enjoy games for the content, not because the developer has spent 4years getting thier boxes to…
You should take a look at actual Renaissance churches and chapels. They do a lot of very specific things with their architecture and decoration. A good number of Renaissance churches and chapels used the Corinthian order for the capitals of their columns. Corinthian capitals are the most complex of the three classical…
Thanks for the suggestions, I didn't think to add a bit more logical structure for the roof opening haha. Makes complete sense! I will be adding some foliage to break up the scene further so the focus isn't too heavy on the rocks.
interesting environment man, just by looking at it I can see that it was built with gameplay in mind. nice presentation in the videos as well. I would say the textures and lighting are holding it back the most. the lighting is really whiteish with black shadows which always tends to look bad. I would add a saturated cool…
Note that the XBox, like most machines now was running an actual GPU (Geforce3). The PS2 was a little bit different of a design, and it's ancient. It's running tech from the very-late 90s that is nothing like how stuff is structured today. I think the PS2 only did hardware accelerated triangle rasterising, while the…
Phong and cubemaps only work together for the orange box engine meaning ep2/tf2 etc a way to control the enviroment map strength would be $envmaptint which adjusts the cubemaps color and thus by turning it more dark you get a less prominent environment texture. In addition, $Enviromentfresnel is effective, too Keep in…
Added some piping from the references and the highpoly of the air vents for visualization and to help break up the modular pieces. Here is another lighting concept, sundown with orange lighting from light sources / lit windows. I think it reflects more of the "Shady Dealings" title with shady lighting and what not, and…
This depends on your engine/renderer and style. Typically coloring your light source sitting that sits in the lamp would be the way to go. If you find that you can't get the look you want, adjust the settings on your glass surface. You can also use a glow map to control the effect, but not actually emit light. Say an old…