Forge, on 25 February 2013 - 03:43 PM, said:
i was wondering what was going on with the shading in this pic.
the sides of the obelisks that are casting shadows are lighter than the sides that are "receiving" the light. (they should be lit/shaded the same as the grey structure behind the farthest obelisk)
the shapes of the shadows being cast by the obelisks on the right are different than the shapes of the shadows from the two on the left.
it looks like the corner of the pool on the immediate right is casting shadow on the water, but it's hard to tell if the pool on the far right is doing the same
the obelisks and the grey semi-pyramid behind the farthest obelisk (along with most other structures) are casting their shadows down and to the right, but the structure behind the obelisk to the far left appears to be casting its shadow straight to the right
not going to mention the pyramids in the background - they're too far away to tell what's going on with them, but they look like all the sides have the same shade value.
Way to critisize an old, WIP screenshot, when I need your beta testing services I'll let you know
That area underwent a lot of changes since it was innitially created, and I had to pull some shade sectors back to do other work and haven't put them back in their proper place yet. Other stuff like shade being on the wrong side is a result of copy-pasting. As for the pyramids, they're actually models (they're faster to map with, and ought to yield higher performance in polymer, which this episode uses). I'll see if the skins can be modified slightly to include some minor shading.
That "shadow" on the water is actually a TROR glitch. This shot was taken in polymost to show the size of the map, since only half of what you see would be cut off by the draw distance if in polymer.
Essentially everything you mentioned has been fixed or will be fixed before the final release. I might suck at manual shading, but I don't suck that much! If not, I hope you'll still be around to point out the error in my ways
Tea Monster, on 25 February 2013 - 04:04 PM, said:
I always think of Egypt, and Serious Sam, as burning sunshine. The map screams SS, but I'm not getting sunshine off it. If it is a design choice, then np, just mho.
Not so much a design choice, but I simply have no way of making it appear bright and sunny like in TFE. Ideally what would be nice is that polymer lighting is optimised, lighting can be accessed and controlled via con, then the sky would actually project a uniform field of light diagonally downwards to imitate the sun being at an infinite distance. This will create very easy, yet hyper realistic uniform coloured dynamic shading throughout the entire map, and make my job a hell of a lot easier.