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Author Topic: [Screenshots] Valhöll Warriors  (Read 1453 times)
Mietze
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« on: August 09, 2009, 12:49:32 PM »

So this are some shots of my current project Valhöll Warriors. Just wanted to get some constructive criticism for that. There are currently those techniques combined:

  • Parallel Split Shadow Mapping
  • Splatted Normal Map Landscape Texturing
  • Parallax Normal Mapping for Meshs (either with or without specular)
  • Atmospheric Haze, that is, fog that adapts the skys color behind it

And here are the shots:

http://e-studioz.de/fooliage/uber/uber01.jpg


http://e-studioz.de/fooliage/uber/uber02.jpg


http://e-studioz.de/fooliage/uber/uber03.jpg


http://e-studioz.de/fooliage/uber/uber04.jpg


http://e-studioz.de/fooliage/uber/uber05.jpg


http://e-studioz.de/fooliage/uber/uber06.jpg


http://e-studioz.de/fooliage/uber/uber07.jpg


http://e-studioz.de/fooliage/uber/uber08.jpg




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Lenn
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« Reply #1 on: August 09, 2009, 02:32:35 PM »

Hi Mietze,

it looks impressive at first glance, the models are great, and i like the dominant colours! These are some of the best screenshots ever seen on TV3D. There are things you really need to consider though.

Firstly the global lighting is quite wrong. The skybox looks like it is full of clouds with no direct sunlight hitting the ground, and yet the shadows from your PSSM shader are crisp sharp. At the very least, with that many clouds, the shadows would be blurry, but most likely they would not exist. When you have a single point light source from the sun on a clear day, things are pretty simple to simulate. However, here the whole dome is radiating some light, because the clouds diffuse the sunlight that passes through them. This is what "ambient" lighting factor is for, and it does the job to an extent, but regardless of amount of ambient light you cannot have shadows as sharp as this. I would advise you to make the sky look a little more realistic to match the shadows, and probably decrease the fog too. Make an area of the skybox clear of all clouds so it just penetrates through, and so the sun itself can be clearly seen. I'm not sure how viable that solution is for you in terms of art direction. The other solution is to blur your shadows. Smiley

The next thing that popped out was the specular strength. It seems to be concentrated (ie focused) and the reflections on the snowy hut for example (pic uber05) seem to be unrealisticly overbright. This would be too much even if there was direct sunlight, like mentioned above, but direct sunlight would balance out the scene lighting more. The snow texture is also watery. The solution is probably that you need to decrease the normal map amplitudes (make it a little flatter) and decrease the specular intensity. Also increase the specular reflection focusing (cant remember the right term right now for it, but you can make the circle where a point light reflects really really wide, so do that). The other buildings in the background should also reflect some snow, as well as the trees. They look almost non reflective right now.

As for the models themselves, some are better than others, but generally very good, however I don't think there should be snow under a roof (first picture), and you may want to add some snow piles around the edges of the buildings (snow falling from roof). Also, if the roof is covered with snow, it wouldnt have such sharp edges. Maybe if it's iced, but then you need different textures. Snow would pretty much fall down a roof such as that of the building in the first screenshot.

So much for now! Keep up the good work. Smiley
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Mietze
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« Reply #2 on: August 09, 2009, 04:06:15 PM »

I really appreciate this comment (odessey?). I will see what I can do about it Smiley
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RuntimeError101
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« Reply #3 on: August 10, 2009, 01:56:27 AM »

I definitely agree with everything Lenn stated, there are a few things missing.  I can't say I've made anything quite as impressive myself, but I figure art is proper when nothing stands out as abnormal.  The atmosphere/lighting is the only part of the scene that doesn't feel quite as normal as the rest of the world.  The models and texturing, besides the few minor flaws mentioned, are exceptional and fit in the scene nicely.  And the shadows, be them out of place, are very natural looking. 

When you have a scene as impressive as this, there is little left to change and perfect, and more specific aesthetic details such as Lenn pointed out can be addressed.  Nice work, this is surely among some of the best things shown in TV.
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Mietze
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« Reply #4 on: August 10, 2009, 10:50:25 AM »

This is what I call constructive! Thanks for that!

By the way, I just noticed that there is a small bug hidden in picture #3. Keyword: Culling.
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beyonder
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« Reply #5 on: August 10, 2009, 02:25:25 PM »

Whoa. That looks like a real game!  Smiley

I acually like the moody feel and lighting of the atmosphere. "First sight, best sight." right?

maybe that spec needs a little work... but that's it from my virgin point of view. 

super job!
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