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Old 10-31-2008, 02:23 PM   #21 (permalink)
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the first looks a hell of a lot more realistic
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Old 11-01-2008, 12:03 PM   #22 (permalink)
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I prefer the second. Looks more interesting.
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Old 11-02-2008, 01:36 AM   #23 (permalink)
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I'm with Craig on this...Maybe turn down the bloom a little, looks very dominant in that screenshot...
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Old 11-02-2008, 05:14 AM   #24 (permalink)
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Originally Posted by doylle View Post
I'm with Craig on this...Maybe turn down the bloom a little, looks very dominant in that screenshot...
Hahaha, I really appreciate you saying that, there is no bloom, its UT2K4 :P
Anyway second option it is, but ill try and tone it down just a little, actually both of them have the exact same lights, just with colour overlays
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Old 11-03-2008, 02:59 AM   #25 (permalink)
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Take the lights from second, but fire from first. Fire can't be so green.
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Old 11-03-2008, 04:33 AM   #26 (permalink)
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I think there are too many lights on both the screenshots. I'd suggest you use less lights, but with a bigger radius. (Start with 1 light, see if that does the trick already) With these many lights you would suspect everything to be overbright imo. About the colors, I dont know yet. The green looks a bit weird, yet, it looks interesting as well. Maybe you could try to do a red color variation as well. You know, the bright red that indicates when everything goes wrong because the power went off

I cannot see dynamic lights on screenshots of course, but if you didnt use them yet, try to use them. They would fit perfectly in environments of these. For example for the light hanging out of the roof.
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Old 11-03-2008, 12:16 PM   #27 (permalink)
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Originally Posted by Perfect_Storm View Post
I think there are too many lights on both the screenshots. I'd suggest you use less lights, but with a bigger radius. (Start with 1 light, see if that does the trick already) With these many lights you would suspect everything to be overbright imo. About the colors, I dont know yet. The green looks a bit weird, yet, it looks interesting as well. Maybe you could try to do a red color variation as well. You know, the bright red that indicates when everything goes wrong because the power went off

I cannot see dynamic lights on screenshots of course, but if you didnt use them yet, try to use them. They would fit perfectly in environments of these. For example for the light hanging out of the roof.
Again thanks a lot,
Im not too sure what you mean by dynamic lights? If you mean like have one of them going on and off, the n no im not using one in this apart from the fire light.

I dont really wanna being using just one light =/ Perhaps I will add one single light that fills in some of the shadows.
The first one is red, and as I have said before the effects is done by a overlay, meaning theres one colour washed over the screen so i cnat change overlays often.

Cheers!
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Old 11-08-2008, 03:47 PM   #28 (permalink)
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Thanks for everyones input, I settled with a mixture of both of them, hopefully ive managed to capture the realism of the red, with the intrigue of the green. Competition end tommorow I better get a move on, ive gotta make a bomb and a elevator





Cheers!

Just like to remind people that perhaps these screenshot are not exactly the same to how they look ingame (Ive heard that the brightness/contrast changes when taking a screenshot in UT2K4)
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Old 11-09-2008, 04:19 PM   #29 (permalink)
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Yay double post D:
Got the bomb done and dusted today, made me realise how great google images is for those little pieces, I used it for the keyboard/monitor and all the ref, this is just using a diffuse (UT2K4 doesnt support normals, and specular doesnt look very good :P)




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Old 12-03-2008, 10:19 AM   #30 (permalink)
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3rd post lucky
Descided not to release this map, but I made a lot of textures/models so it would be a shame not to put on portfolio, This is all UT2K4 - my next project is another UT2K4 map.








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