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Old 10-07-2007, 04:10 PM   #31 (permalink)
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Thx for your comment. I spent too much time on those tiles to take them out, but I desaturated it a bit .
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Old 11-07-2007, 12:25 AM   #32 (permalink)
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I'd say that now they blend with the ammo pick-ups. It's very important to understand the difference between background and foreground.
Maybe not the best example but here is what I mean: PoPm
If the background was as saturated and had as much contrast as the foreground (blue sky, powerfully sun, a few birds flying aroun) you wouldn't be able to tell what's where. This is an exaggerated example because the resolution is so small that you have to pull every trick you know to make it playable. If I were in a room like that I'm pretty sure I would miss those, even if they have that blue light... they are little. That's what the base is used for but since you don't have one you need a lighter background... the ammo is too dark to try a darker one... your model won't be able to show right. Take out those black shadows and brighten it a little. Don't think that too much work went into this... presentation is just as important
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Old 11-07-2007, 03:35 AM   #33 (permalink)
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Is it still too dark?
I thought the shadows gave a little extra life to the speculars. Don't you think?
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Old 11-07-2007, 04:37 AM   #34 (permalink)
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It's better now. The difference isn't huge but it makes a difference imo I like it.
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Old 11-07-2007, 09:09 AM   #35 (permalink)
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I think this would really benefit from some decals to increase the color variation ,readability and visibility.

Color variation is one of my weak points that I have been striving to look for myself.

Those black on black arrows for example that are on it already could be done in a yellow or orange and wrap the corner maybe a bit, then some corner tabs or something on the bottom corners as well.

The ground is all high frequency detail and could be toned down a bit.

anyway just some ideas. Great piece so far!
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Old 11-07-2007, 03:07 PM   #36 (permalink)
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Yeah, I definitely feel that it needs some more color, somehow. I just couldn't think of anything. I added some glowing dots next to the ammo, one for each cartridge, (like some kind of indicators for ammo left even though, realistically that would be silly) but it didn't look good. I'll try something decal-wise, thanks. :]
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Old 11-07-2007, 05:35 PM   #37 (permalink)
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That's the best I could do :/. Looks sort of out place tbh... not sure.
Ground less detail/eye catching... maybe.
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Old 12-07-2007, 12:47 PM   #38 (permalink)
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I think its looking better with the yellow arrows. Some other detail on the arrow like a dark black outline would make them blend in better ( i think ) but the result is its much easier to read.

Tiles are toned down but the diffuse could have still used some color variation. The noise isn't there but the colors are gone as well now.

Overall I think its looks good and is a cool ammo pickup bro. Good job.
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Old 12-07-2007, 02:07 PM   #39 (permalink)
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I agree, much better with the yellow arrows.

The background is ok for me, but if you want to increase the readability and remove the "noise", just use a plain bg.

Good job.
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Old 12-07-2007, 06:31 PM   #40 (permalink)
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I really like your model, and think it would defenetly deserve a place in some ut like game, just wanted to say the yellow paint splatter really adds to feeling of it being "real" very nice detail.
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