Still a bit unsure whether I like the orange or red/pinkish hue better. The latter carries a nice Mass Effect Omega feeling with it, though.
€ Some more lighting shots. Not completely happy with it, especially the outdoor area. But also not superbad. I kinda like the pinkish hue. Also, not final lighting, a few lightsources are still missing. Screenshots are about a notch darker than ingame for me.
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Although, pink seems gives a more "futuristic" vibe, while orange gives out a more "industrial" one, so I wonder if a hue somewhere in between would be better (leaning towards pink, but not as strongly as you show there).
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damn, now I have a mass effect head worm... great looking stuff, well, as expected - I guess! can you fit 4 players?
I think I'll settle for the pink look, I have dialed back the sunlight color a bit and put in a more fitting skybox; now I have to decide whether I want to focus more on the reddish lights or the blue ones, or if I want to strike a balance. I'm slightly leaning towards the reddish look in general. Most difficult part right now is not to make it look all over the place which is kinda difficult because of the incoming sunlight in the center room.
€ I scaled down the pink flares by around 50% which helped with the look a lot @ Revelation.
€2 Unfortunatly I had to revert back to orange. I used a setting somewhere in between the two colors (25/0 for original orange hue and 0/100 for pink, with 15/75 for ambience illumination), now I'm using 25/50 for orange lighting. Reason being the outdoor area. Thing caused more issues than it solved (if it did any other than giving off a cool atmosphere) - and took around 3 days to build, too; much more than I had anticipated. If I had the pink/reddish look left in I felt the whole map being way too colorful between the pale gold sundown light and light yellow lanterns and windows, blue shadows, light blue lights and stark pink lighting. I left in bits of the original lighting in a few places as contrast points. The map feels more coherent this way, even if a little too oldschool. The lifts are in as well, so I can focus on item placement and pathing next. Should take a lot less time, thankfully.
The map is now in BETA Status here.