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#23 (permalink) |
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New Member
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Whoa, thanks for the awesome response and feedback guys! Much appreciated. And we're very proud it got plugged on the frontpage!
About the water: It does move, but very, very slowly hehe. That's something we'll have to look into for the final expo in September. @Matroskin: You can hide the weapon/hud with a few simple console commands: togglescreenshotmode showhud |
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| The Following User Says Thank You to StheV For This Useful Post: |
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#25 (permalink) | |
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Industry Artist
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I can easily spot 8 of the same windows next to eachother, BUT on a scale like this that is not a problem. Also your advice about treating the crits you recieved with a grain of salt is bs tbh. You dont have to be super nitpicky when it comes to listening to these crits but definately dont ignore them. HolidayBB i appreciate the fact that you stand up for the team about their amazing work, but the crits they have received are valid nonetheless dont see it as a negative thing![]() |
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#26 (permalink) |
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New Member
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As long as the critiques are solid there is no need to brush em off I think. The first reason we posted the WIP shots here was to get those critiques in the first place ^^. We wanted to see if others could see improvement in areas we had over looked.
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#29 (permalink) |
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New Member
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Really great work guys. Congrats on an astounding amount of work. I really like the consistency of it all. The atmosphere and styling are great too. Great choice of location. Goes a long way to giving it an identity. The video really sells it too.
I agree with Matroskin that the smoke from the fire in the distance looks a little strange. It would probably fade out over a longer distance and be narrower/less dense in places. It's not a big deal though. Also, there are lights on in the street but not in any of the buildings. You could try turning the lights on in just one building where the occupants might have managed to get the electricity back on and the external lights could become like a breadcrumb trail for the player then. ('follow the lights' said the old dying man or something less obvious) And being the only illuminated building it would draw the eye and provide a hint to the player that they should consider making a visit. (And help them orientate themselves). You could also try some more variety in the size of the individual window panes. All the windows sort of melt into the buildings with such small panes. Lastly, in all the carnage I'm surprised to see 2 or 3 healthy looking trees with leaves. If only one tree had leaves (the green one) that one would draw the eye and make the player think it has some relevance to them (maybe it has magical properties or another character said that when you get to the city to 'look for the tree of life...(gurgle..thump)') Make it glow even. The 'chaos' that doylle and [hP] mention might be softened by a few well placed 'landmarks' like this. And video could have a 'direction' rather than being just a wander through the rubble. Anyway, really beautiful stuff, thanks for sharing. Last edited by redmotion; 04-07-2009 at 03:31 AM. |
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