Re: [WIP] Simba (updated)
I aint going to go on a giant crit spree becuase I see alot of stuff that has room for improvement, but overall its neat and interesting.
Here's some stuff you could work on however:
1. Like you said yourself, the ground map really isn't that great. Some things you could do to improve it is to simply add in more detail around where rocks and such are, that greatly add's realsim. Just try to paint flow of terrain and streaks for erosion. It takes a bit of time but can help. I also cant really tell but utilizing an alpha for multiple textures also helps.
2. The Water. This goes along with your terrain texture slightly - by adding a darker, muddier looking portion to your river bed it really draws out a better looking water system. You should also revise the textures used in the waterfall and stream - both look pretty low res and don't really help the map in being pretty. Another thing you can do is add a second layer of water on the streams using a water! shader (no fog, just no collision), which adds a nice subtle realistic touch to it with some waves. As long as uv'd right, this can look pretty nice. There's also some other water I can see, which would do quite nicely with fog.
3. Lighting needs vast improvement. Honestly, this map could probably look alot better during night time, as those giant pink crystals could bring out some really cool lighting, along with other affects you could add.
Some other minor crap; the leaves on the tree are neat and unique but the shader dosen't do it justice what so ever, there way to bright. Add some tree's on top of the map (like flat plane ones from a30), this will make it not as boring up top even though you have the giant rainbow things and hands going on.
Overall its an interesting and unique map but some polish could do it justice and make it alot more pretty.
Re: [WIP] Simba (updated)
Quote:
Originally Posted by
Higuy
3. Lighting needs vast improvement. Honestly, this map could probably look alot better during night time, as those giant pink crystals could bring out some really cool lighting, along with other affects you could add.
This just kills me. I feel like this is a case of "monitor brightness," but it looks as perfect as I can possible get it on my screen. There is nothing I can do in my power on my side to make it look better than I see it. Rerendering is completely out of the question, as I had to paint over thousands of errors on individual polygons by hand to get it to this point, and rerendering would make it all useless.
Quote:
1. Like you said yourself, the ground map really isn't that great. Some things you could do to improve it is to simply add in more detail around where rocks and such are, that greatly add's realsim. Just try to paint flow of terrain and streaks for erosion. It takes a bit of time but can help. I also cant really tell but utilizing an alpha for multiple textures also helps.
I did use alpha for multiple textures. As for the erosion and stuff....ugh, I really don't know how to go about doing that without repainting the thing completely. I might look into it, but if it proves too difficult and time comsuming I won't.
Quote:
2. The Water. This goes along with your terrain texture slightly - by adding a darker, muddier looking portion to your river bed it really draws out a better looking water system. You should also revise the textures used in the waterfall and stream - both look pretty low res and don't really help the map in being pretty. Another thing you can do is add a second layer of water on the streams using a water! shader (no fog, just no collision), which adds a nice subtle realistic touch to it with some waves. As long as uv'd right, this can look pretty nice. There's also some other water I can see, which would do quite nicely with fog.
I can probably do something about the water texture, but there is nothing I can do about the fog. I know it's shitty, but Halo's engine makes it impossible (within my knowledge) to add a fog plane to a localized area without it engulfing every part of the map below that elevation.
Quote:
Some other minor crap; the leaves on the tree are neat and unique but the shader dosen't do it justice what so ever, there way to bright. Add some tree's on top of the map (like flat plane ones from a30), this will make it not as boring up top even though you have the giant rainbow things and hands going on.
The shader was bright on purpose. It was supposed to be a source of light, but I cut that idea out later because it would ruin all the shadow detail below the tree. But yeah, even if people hate that, I'm not changing it. I intended it to look like that.
As for the trees on top, hmmmm. I....I don't know, I'll think about it.
But yeah, again, do those lightmaps seriously look bad? I worked my fucking ass off getting those to look good on my screen. I tweaked settings on vary hours and hours on end, I adjusted my gamma to try to calibrate it to a "correct" setting for people, and I hand painted a retarded amount of the lightmaps that vray couldn't do itself. This, just, kills me.
Edit: I just looked at my screenshots on my laptop screen. They look like shit. Fucking hell, how am I supposed to keep the quality consistent across different screens? If I make it look good on one, then it looks bad on another. The colors on the screen I was making the map on look bright, vivid, and contrasted. On my laptop screen all the subtle lighting effects are gone, and everything looks bland and overbright. I hate this.
Re: [WIP] Simba (updated)
I like the weeds and grass. How did you do that? Detail objects or what?
Re: [WIP] Simba (updated)
Quote:
Originally Posted by
Ki11a_FTW
I like the weeds and grass. How did you do that? Detail objects or what?
I went out into my yard, ripped up about 12 different types of weeds, scanned them against a velvet-backed magnetic dart board (for a black background), cropped out the weeds to add an alpha channel, placed all the weeds into a single bitmap, made 12 different plane objects in MAX with the UV's of each weed, used a scattering plugin to randomly place the weeds on my ground geometry (using the alpha channel of my ground bitmap to tell the plugin where to place weeds), exported parts of the weed clusters to a scenery model, and placed in sapien. This would have worked perfectly, but Halo's scenery lighting engine fucked everything up.
Re: [WIP] Simba (updated)
I'm not digging the cliff textures; they look too tiled and grainy IMO. Try something broader perhaps?
Re: [WIP] Simba (updated)
I'm not expecting too much more to be done to your map. Seeing as it is a Halo CE map, you only need a few minor adjustments here and there with the terrain textures but nothing drastic. Hell I'd say it would be a great map if you populated it already.
Love the originality with random objects. Can't wait for the release!
Re: [WIP] Simba (updated)
Lighting.
Make it better if you can please! :)
Re: [WIP] Simba (updated)
Quote:
Originally Posted by
Cortexian
Lighting.
Make it better if you can please! :)
I'll just say this again, because lots of people probably aren't going to read my tl;dr post. It's as perfect as I can get it on my screen. In fact, it looks fantastic. However, that doesn't matter if everybody doesn't have the same settings as me. How do I go about fixing this? So far my only idea is editing the saturation/contrast of all my lightmaps and textures in photoshop to fit the settings of a "typical" screen (whatever that is), or give up.
Re: [WIP] Simba (updated)
Whole thing seems way to bright, like the contrast is turned all the way up.