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Posted: 04 May 2006 19:46
by Aracirion
I also tried some new variations.
Posted: 04 May 2006 20:02
by Ben_Robbins_
My Opinion...
1 - New A - Way to Bright
2 - New A Mod - Good Objects but the shaddow is too light relative
3 - New B 0.8 - 1.25 - Bit Heavy on the shaddowing
4 - New B 0.6 - 1.5 - My Favourite, Good contrast, and shadoows are suited to the the rest, yet you should be able to still see things on that side clearly.
So if theres any voting going on, i say 'new B [0,6][1,5].png'
Posted: 04 May 2006 20:04
by Ichi
I agree with Ben on this one!
Posted: 04 May 2006 20:12
by Costas
do we even know whether any of this will make any difference once textures are applied?
i like new B 6 1.5 too, that makes it 3 ppl so far!!
Posted: 04 May 2006 20:35
by dmh_mac
Am I correct in assuming that you are using a pure white, ref=1.0 material for this?
It has to look good with darker material colours aswel.
Posted: 04 May 2006 20:44
by Ben_Robbins_
Guess the next step is to provide that set with a veriaty of textures
Posted: 04 May 2006 20:44
by Aracirion
pure white ref=1, thats what I said. I attached the citibank building (rotated, thanx a lot Ichi) with new setup, plus the scene in case anybody wants to play around with it.
*** outdated attachment removed ***
Posted: 04 May 2006 20:50
by Red.xiii
Aracirion wrote:pure white ref=1, thats what I said. I attached the citibank building (rotated, thanx a lot Ichi) with new setup, plus the scene in case anybody wants to play around with it.
Miles better!!!!
Interesting to see what it would look like on other objects like trees and such..
Posted: 04 May 2006 20:51
by Ichi
it looks a lot better now!
Posted: 04 May 2006 20:55
by Ben_Robbins_
Dont wanna be a pain in the ass, but could you render it off with a plain beneath it, so i can see the shaddow on the ground, cuase i think thats quite inportant
Posted: 04 May 2006 20:57
by dmh_mac
Looks good, now we need one of the park (from the start of the thread).
Posted: 04 May 2006 22:05
by Alltaken
changing the AO effect is ugly without also changing the AO distance.
you will need to turn on distance, then try a few different settings and post them.
relying on that for lighting is very nasty, and i persoanlly never increase it above 1.
the original lighting setup needed a small amount of change, and perhaps a re-balancing of the light intensities angles and colours.
Alltaken
Posted: 04 May 2006 22:53
by Aracirion
there are the two images for Ben and dmh. Why is AO ugly? Cause its grainy? I'll have a look at distance tomorrow ....
Posted: 04 May 2006 23:09
by Costas
omg the new light setup burnt the trees down, mb u need to pull the sun a bit further away...
ok totally useless post hehe
hmm the two images of the building are different, where did the reflection come on the left? (right wall of building)
EDIT (after bens post underneath) it looks good !
Posted: 04 May 2006 23:12
by Ben_Robbins_
Its the reflection of the floor i think
<edit> Yeah, It does look really good now. Just playing round in paint with it, appling the extended shaddow bit to the previous image without the floor reflection. The park looks a lot better as well.
Maybe to check this lighting fully you should make a tester set with multiple colours sphers in (google earth loading screen style)
On what i was saying a bit ago about having shaddows going onto other tiles, and posibly checkering the graphic to allow part of the nieghbouring image threw, i tried it on this shaddow...the problem it is now lighter...this is what i got anyway.
Cheers for the image Aracirion
Posted: 04 May 2006 23:52
by Costas
i dont think shadows should go to other tiles, it will mess up it up completely, since the game is not 3d but rather 2d images.And everyone would want their building to be the one far right away from all the shadows...!
Posted: 04 May 2006 23:55
by Ben_Robbins_
If there is a building in front then it would be ontop of the shaddow...it would just sit on top of the ground sprite, like a road piece
Posted: 05 May 2006 00:04
by Costas
how can u implement this? it sounds difficult, since the shadow is part of the 2d picture. Unless the rendered renders each tile starting from the right of the screen going to the left superimposing each tile on top of the shadow of the right (relative to the viewer).
plus most buildings use the full tile with graphix like roads, trees, swimmingpools, pavements, just like aracirions building. where will the shadow go?
I still think it is bad, since u r going to have shadows everywhere, messing up roads, vehicles, the nice parks someone painstakingly designed and made the lightning perfect etc etc.
Posted: 05 May 2006 00:10
by Ben_Robbins_
Im not completly shore...or at all shore in fact how the rendering works...so i dunno...
Ive got a fealing it may look strange when shaddows end suddely, it may confuse the illusion of depth, and make a buildings height look contradictory to its shaddow..
<edit> I made up and example using some peoples work. (hope they dont mind) On the Park 'A' top the shaddow goes over the ground sprite, while at the base of park A, and on Park B, the shaddow just stops.
I guess its sounds like a petty matter, but i feal the top of this image appears to blend into a set rather than look like an array of seperate sprites.
Posted: 05 May 2006 01:28
by Costas
i agree with u that it looks better but thats on 2 tiles. if u do all the tiles with overlaping shadow, then the park will dissapear in the dark
edit: unless the ground does not have shadow at all, shadows r just on buildings
going by ur design, the red building should be in the shadow too. i know it looks good on the top part of the park, but put more buildings around it and the park is gone. MB u change the light and make the shado stay within the tile, ie sun is at high noon or dont make shadows on the tiles at all.