Frictional Games Forum (read-only)

Full Version: [Amnesia] Screenshot criticism thread
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
The lighting levels look fine Smile You might want to use a skybox for the moon, though

Take a look at these pictures if you want to base it off of something:
http://campwhitefox.com/wp-content/uploa...orest1.jpg
http://1.bp.blogspot.com/_CNREPdvq7Cc/TI...nster).jpg
http://1.bp.blogspot.com/_lcjJSHdzyuI/S-...-31000.jpg
http://1.bp.blogspot.com/-rycOqVp2YKU/UE...forest.jpg
https://www.google.ca/search?q=night+tim...igK74IDwCw
Notice how, in most of these images, everything is visible, but not extremely bright? You've done a really good job of this. I can understand why you would want it to be darker - to convey the fact that it is nighttime to the player, but you don't want them stumbling around in confusion through a black hole :p
(06-22-2013, 11:38 PM)Zokrar Wrote: [ -> ]Is the lighting too bright/dark for a full moon at night?

Spoiler below!
[Image: hlW3xrM.png]

Too bright. Also I'd change the brightness on the wall and on the ground, since the moonlight doesn't hit the walls.
[Image: Amnesia_2013_06_22_23_04_47_12.jpg]

Any suggestions?

I lost the .map file T.t

OHH WAIT the backup that is about 20 minutes of work behind.. i still have that. Okay! any suggestions?
Pretty nice, but the billboards are too bright and so is the spotlight. Put the billboards around 0.05 and 0.09 and the spotlight dark blue-ish.
oooookay what about these? (just a few different angles. Three pictures on spoiler)
Spoiler below!


[Image: Amnesia_2013_06_23_04_56_34_39.png]

[Image: Amnesia_2013_06_23_04_58_12_64.png]

[Image: Amnesia_2013_06_23_04_58_48_10.png]

(06-23-2013, 10:08 AM)WIWWM Wrote: [ -> ]oooookay what about these? (just a few different angles. Three pictures on spoiler)
Spoiler below!


[Image: Amnesia_2013_06_23_04_56_34_39.png]

[Image: Amnesia_2013_06_23_04_58_12_64.png]

[Image: Amnesia_2013_06_23_04_58_48_10.png]

In my opinion, those pics lacks detail(rocks debris and stuff).
And the lighting could be bit brighter. And Also it seems that the rockwall
kinda peeps a little under the welder. But anyway it's pretty Smile
Yeah, that's really nice. But like Pyƶveli said, you'll need more details. Rocks, items, plants, etc.
So, any thougts? I really hope the Image Darkness Syndrome won't affect the pictures.
Spoiler below!


[Image: mm4l76.jpg]



Spoiler below!


[Image: 317ieq1.jpg]


(1) Shadows look great, could use some 'trash' scattered around, paper, cans, plastic bottles, soda cans.

(2) In-game, a blowing dust to help the mood.

(2a) Also in-game, some flickering lights.

(3) If the particle effect is a simulated fog/dust shined from the light, that would be pretty darn awesome.

(4) The bricks scaling in the second picture is to large, and it doesn't even seem to match the ones in the top picture.
(06-24-2013, 01:30 AM)Rapture Wrote: [ -> ](1) Shadows look great, could use some 'trash' scattered around, paper, cans, plastic bottles, soda cans.

(2) In-game, a blowing dust to help the mood.

(2a) Also in-game, some flickering lights.

(3) If the particle effect is a simulated fog/dust shined from the light, that would be pretty darn awesome.

(4) The bricks scaling in the second picture is to large, and it doesn't even seem to match the ones in the top picture.

(1) So yea, even more details! I'll see what I can do tomorrow.
(2) Good idea. Some small events with wind. I've already added the flickering light Wink
(3) I don't understand what you mean. If what particle effect?
(4) The bricks are more meant to be a blocking wall, than a crumbling wall. I see what you mean but unfortunately I cannot make the tiling bigger without it looking stupid.

Thanks for the great feedback Smile