It. Is. So. Good. 10/10
Do you have an unedited version? Gotta see the comparisons
[QUOTE=isaa1;51705104]It. Is. So. Good. 10/10
Do you have an unedited version? Gotta see the comparisons[/QUOTE]
Sure, [URL="https://picload.org/image/rodlpcgi/poster-17-01-2112-33-53.png"]this fullbright version[/URL] is the closest I have to an original.
That soft shadow underneath the ship hull with the tire is just magnificent. By the way, I can't seem to recognize the ground terrain on which the grass itself is standing. Did you mix some materials together? I really think that ground prop itself should be a prop in itself. It seems to fit this southern texas/california kind of look in the summer where the grass is dry.
the lighting, shadow work and overall attention to detail is [b]very[/b] pleasant to look at.
How long you've spent making that ground? How many different models were used for it? It's simply impressive.
Are you using that light-bounce thing you were working on a while ago? Amazing as always. I wish my work at uni wasn't eating my life lately, your work always reminds me of everything I love about art through gmod.
[QUOTE=Creatrick;51705759]How long you've spent making that ground? How many different models were used for it? It's simply impressive.[/QUOTE]
Thanks! Lots of the credit should be directed at the grass models which CK, in my opinion, mastered. The ground itself consisted of four stages: 1. A gigantic flat plane covering the entire frame, whose job was to make sure the ground wasn't holed. 2. Positioning of approximately 75+ grass effects within the frame on said plane, each was set with a unique yaw (-180 to 180) degrees, each uniquely resized in all X,Y,Z axes. 3. Positioning of about 40 high-polygon, flat ground models (CK's as well) again with varying yaw and X,Y,Z scales, to give the ground convincing geometry. 4. Every one of these effects (grass effects and ground effects) had its own material made for it using the material creator, each one slightly different from the rest, varying in $color2 values and $detail values.
All in all, other than the plane, I used only two models for the ground (grass and ground) repeated over and over, and got the randomization I wanted by changing every model's angle, scale, and material alone.
The whole process took me about an hour or two :v:
[QUOTE='[LOA] SonofBrim;51705767']Are you using that light-bounce thing you were working on a while ago? Amazing as always. I wish my work at uni wasn't eating my life lately, your work always reminds me of everything I love about art through gmod.[/QUOTE]
I know what that's like - it sucks. I'm not even sure how I managed to find the time to make this in between projects. Hopefully we'll both find the time to make these more often in the near future. And yeah, I used light bounce to light up most of the scene.
Probably a dumb question man, but what is this "light bounce" thing you speak of?
There should be a "godlike" rating for this picture
Is this a real life?
[QUOTE=Hate Machine;51792212]Probably a dumb question man, but what is this "light bounce" thing you speak of?[/QUOTE]
Not dumb - by light light bounce I mean the difference between this:
[t]https://picload.org/image/rddracri/3.jpg[/t]
and this:
[t]https://picload.org/image/rddralrd/lightbouncetest.jpg[/t]
I posted more about the process here:
[URL]https://facepunch.com/showthread.php?t=1532864&p=51100673&viewfull=1#post51100673[/URL]
It's a semi-automated lua script I coded. It's a visual scan system that works clientside and serverside, by accessing a client's post-render screen information, retrieves pixel color information from a fixed interval grid and calculates (using an annoying, sub-optimal and lengthy process) pixel positions. This produces a [URL="https://en.wikipedia.org/wiki/Point_cloud"]point cloud[/URL] data structure - basically a scan of any given in-game scene - where every point holds color and position vectors. When the scan is performed from a projection of any turned on lamp, the returned data is exactly what you need to create light bounce passes, and so I later use this point cloud to render lights at corresponding colors and positions, where every light shines six projected textures covering 360 degrees of illumination (so that's n*6 lights, where a pass would have around 40,000 lights, so that's 40,000*6 = 240000 lights just for a single primary lamp), replicating real life light bounce.
The process is stupidly slow, not streamlined at all, is based purely on console commands each with around 5-15 arguments, and thus is not user friendly at all. Some parts may be automated, but all in all it's a manual process with lots problems, and render times are slow given Source isn't really designed to do anything close to actual light diffusion. All reasons why I never really uploaded this anywhere.
*snip, moved to chat*
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