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Cipher
The environment is fabulous, but I hope they can do something about the illumination/shadowing of the character models in relation to the apparent lighting of the scene. The characters seem out of place as it is now.
J.E. Sawyer said:centurionofprix said:How will the shadows/lighting work in the final product? The environment is gorgeous, but the conflict between the apparent lighting of the scene and the way the character models are illuminated makes the latter seem out of place.
The character models only have one shadow cast from the scene's directional light. Per-character point light shadows (especially multiple point light shadows) would get computationally expensive very fast. The characters are lit using dynamic lights placed in scene, but real-time lighting is never going to perfectly match the pre-rendered lighting of the scene.
milczyciel said:Yeah... umm... <sigh> I hate to do this, but you've asked us, so here I go:
You've stayed very true to the concept art, and that I love. Still, in my probably not so humble opinion, the final in-game render is somehow lacking in the shadows department. It seems all tad to bright, and that takes a bit of mystery from that particular scene
The stronger/less diffuse our environment shadows are, the more difficult it becomes to place characters in the scene and not have them stick out. We tended toward relatively diffuse shadows in the IWD games for that reason as well.
J.E. Sawyer said:xsikal said:Looks amazing! My only (minor) concern is that the individuals inside the room are visible, even though the party is outside of the room, with the door closed. I'm guessing that fog of war/mob detection is not in yet?
The back end/data for fog of war is implemented, but not the rendering side. Also, if the room were obscured by fog of war, that would be a pretty crummy screenshot.
I think the only reason some people are complaining about the character models is because those hats look fucking silly.
I like this shot, but I have to say, I'm a big proponent of "If you're going to do something, do it right".
I hate to be that grafixfag in the room, but honestly, the models look like shit on top of that background. They look like they were badly cut out of some Photoshop PSD and pasted on to the scene. I almost think they should ditch their lighting plans completely and just have circular spot shadows under each model.
The player character models look fantastic on their own however. Loving all the different pieces of armour, the obvious difference between blade types etc., the detail is great. The lighting is very jarring though, I really wonder what it will look like when things are moving around etc.,
Hoping this was a bit of a rush job tbh.
Correct me if I'm wrong but I think that ToEE implemented character shadows in the similar way as PE? It was jarring at first but I got used to it pretty quickly in ToEE.
You understand that in-game the characters and the enemies will have circles under them, right? They will look better and more in-place with them.
If they set the camera zoom correctly far back enough, all will be well.
Larger version:
Open door.
Cast fireball.
Close door.
What has changed since NWN2 with this game ?
Fireball unlikely to kill in one hit
enemies probably know how to use doors since Obsidian seem obsessed with getting doors working correctly
I like this shot, but I have to say, I'm a big proponent of "If you're going to do something, do it right".
I hate to be that grafixfag in the room, but honestly, the models look like shit on top of that background. They look like they were badly cut out of some Photoshop PSD and pasted on to the scene. I almost think they should ditch their lighting plans completely and just have circular spot shadows under each model.
I like this shot, but I have to say, I'm a big proponent of "If you're going to do something, do it right".
I hate to be that grafixfag in the room, but honestly, the models look like shit on top of that background. They look like they were badly cut out of some Photoshop PSD and pasted on to the scene. I almost think they should ditch their lighting plans completely and just have circular spot shadows under each model.
I thought this was the classic cRPG subforum. If your main interest in a game is whether or not lighting looks nice, maybe you should really be posting somewhere else.
Hell, if the graphics looks like they're from 2001, then we can be sure they're spending their time making actual content for the game and not appealing to whiny graphics fags like you.