• The Turret Anthem
    16 replies, posted
[video=youtube;TVECSYevEz0]http://www.youtube.com/watch?v=TVECSYevEz0&feature=youtu.be[/video] Enjoy! [URL="http://www.reddit.com/r/gaming/comments/171wyy/the_portal_turret_anthem/"]Upvote![/URL]
You mind telling me/us how did you place those broken turrets all over the place without causing some kind of SFM'splosion?
there are chunks. in portal 2 there are a few "dead turrets" models which are basically a single model with about 20 broken turrets in a small pile. I made the main floor out of about 50 of those models. some of the other shots use a slightly improved pile from narry gewman
Zach, your camerawork is extremely good. I loved the way the shots are composed!
Love it! Although it was not the focus of the video at all, I think the lights could have used some radius. The shadows are really sharp/hard and unrealistic.
[QUOTE=TheDKer;39315943]Love it! Although it was not the focus of the video at all, I think the lights could have used some radius. The shadows are really sharp/hard and unrealistic.[/QUOTE] Isn't it shadowfiltersize that affects the hardness of the shadows? I thought radius affected the softness of the light.
[QUOTE=PalmliX;39316028]Isn't it shadowfiltersize that affects the hardness of the shadows? I thought radius affected the softness of the light.[/QUOTE] [video=youtube;4IzCAhNNOCU]http://www.youtube.com/watch?v=4IzCAhNNOCU[/video] [editline]22nd January 2013[/editline] with filtersize, the blurring is constant for the whole shadow map. with radius, the light is slightly moved with each progressive refinement sample. in the real world, lights do not occupy an infinitely small point (like in game engines); due to their volume, shadows will blur based on distance to the caster, and that's what's gonna happen
[IMG]http://puu.sh/1Rclj.png[/IMG]
Valve tweeted/posted you video on facebook, AnderZEL and other popular youtubers are linking to it. Awesome! They totally should, too, by the way. This is kick ass and makes me want to get into SFM again
[QUOTE=MaxOfS2D;39316053] with filtersize, the blurring is constant for the whole shadow map. with radius, the light is slightly moved with each progressive refinement sample. in the real world, lights do not occupy an infinitely small point (like in game engines); due to their volume, shadows will blur based on distance to the caster, and that's what's gonna happen[/QUOTE] Ah ok that does clear things up thank you.
[QUOTE=TheDKer;39315943]Love it! Although it was not the focus of the video at all, I think the lights could have used some radius. The shadows are really sharp/hard and unrealistic.[/QUOTE] I DID use radius! just not a ton of it, because I intentionally wanted a more solid shadow. it's pretty tricky to make that room look visually interesting, so whatever light/dark shadows I could create I did.
Amazing, Zach. Completely amazing.
Amazing work.
[url]http://video.msnbc.msn.com/in-game/50578050#50578050[/url] Wow it got on the news
There was some clipping here and there, such as the opera turret's transporter going through a metal grate, but otherwise it's pretty good.
You always make the coolest sets.
Zachariah, the turret anthem vid' feels like a classic allready. :)
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