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#2 (permalink) |
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New Member
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The lighting and atmosphere are very nice. I think the sky could be a bit brighter. The rock features look believable, well textured.
The ground plants look very realistic. IMHO, the trees could use some work. They look sharp and jagged-y. The branch splits are sharp, and the textures have some noticeable seams. There's a thread on the first page about planar trees that has some very good advice in it. What engine are you using? |
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#3 (permalink) |
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Amateur Artist
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I agree with phoenixking you perhaps should focus on the trees as well. If your tree bark texture is seamless, you should perhaps also take additional time, to make at least the bottom of the tree trunk look more seamless, to give users a good impression.
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#4 (permalink) |
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Senior Member
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You have some nice texturing going on there. If you need a good tutorial for making trees. Try using this one, it is for 3Ds Max though. Tree Tutorial by: braveryd
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Projects I'm working on: Tactical-Assault Portfolio - www.compnext.com LinkedIn - http://www.linkedin.com/in/pAldred |
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#5 (permalink) |
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New Member
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Thanks, and thanks for the suggestions.
Yes the trees are the weak point in this level. May be I should use a procedure generator for them like in the tutorial pAldred suggested. Now that you point out the seams on the tree textures...I forgot about them completely,thanks.. surely textures need some more work. P.S. I'm using Blender for everything, including Blender game engine.
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#6 (permalink) |
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Senior Member
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looks cool, especially for Blener
![]() I think u could add a bit of saturation to your lighting instead of using white for sunlight and gray for ambient light (at least it looks like grayscale on screens). Also seems like the fog takes over the skybox rendering it as a plain color background. U could try to make it more interesting, like show some clouds and/or far mountains. In any case the lighting that u have would not be possible in such a "foggy" and "cloudy" day ![]() keep it up.
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#7 (permalink) | |||
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New Member
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Quote:
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Thank you!
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www.krum-game.com |
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#9 (permalink) |
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Senior Member
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If you can, do something to the fog in shown in the second screenshot. It's like there's none where player character is, but then suddenly about 20 meters forward, there's a thick wall of fog. A smoother transition to the fog would be better.
The "light fades" look nice. Or whatever those are called.. volumetric light? Do they also animate? |
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#10 (permalink) | ||
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New Member
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Indeed the fog starts exactly 20 meters in front of the character.I'll fix it, thanks.
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www.krum-game.com |
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