• "Want To Post A Picture But Don't Want To Make A Thread" - Thread V8: (x1 Coin)
    999 replies, posted
https://cdn.discordapp.com/attachments/168699513572163584/506877388018417684/ultrahdtest.jpg
The light blue/green artifacts combined with the red/rustified metal is beautiful. I wish you would've added more different grass variations at the bottom of the structure.
https://orig00.deviantart.net/1ab6/f/2018/301/b/8/snowplanet_by_the_animal_mother-dcqlbao.png Cause I haven't spammed it enough
https://orig00.deviantart.net/75e5/f/2018/304/2/f/necronfella_by_superninjanub-dcqu3iv.jpg
http://www.wduwant.com/index_uploads/uploads/f852d23dc244.jpg
https://orig00.deviantart.net/ae77/f/2018/304/3/8/nightlordfella_by_superninjanub-dcqu924.jpg
Beautiful posing.
damn all of you talented bastards sapping my fuckin coins
suck it
Testing out some more concrete assets: https://files.facepunch.com/forum/upload/183687/9f63ca6f-181a-466d-b944-6b11c6f9706b/a_themazerunner.jpg
Generation zero is super cool and inspiring, can't wait for it to come out, beta is so much fun https://files.facepunch.com/forum/upload/328592/0af34b15-cd16-4b41-bd74-adc7e1da86f2/MemeAtlasMechFinal.jpg
https://files.facepunch.com/forum/upload/341875/f9add302-9b4b-4b22-9e3c-4f3f66074fea/Walking.png
https://files.facepunch.com/forum/upload/78659/9e5c6c05-b27d-49fb-9c9a-c3786f967086/radioman.jpg
We need Naplam on Charile Zulu 63
SWABBING SIDES
Nyat eto ni ya
spook 6-6
https://files.facepunch.com/forum/upload/107009/653c02d7-40a2-4f76-9c30-2c9728fe7380/Untitled-3.jpg
Most excellent. Great posing, composition, atmospheric perspective, and terrain.
https://files.facepunch.com/forum/upload/78659/1bb2df3c-5ee2-4cdb-a50a-bb15eece9d64/ThompsonMan.jpg
https://files.facepunch.com/forum/upload/107125/fd042661-4fe3-47ad-b01c-7e904f101cc2/Saigon.jpg
Attempted to merge different things together. https://files.facepunch.com/forum/upload/183687/de881564-04c8-4e05-9dfa-c297012b4784/CloverDarker.jpg
Good concept and idea, but what on earth happened with the lower half? It looks like you forgot to turn on AA.
If you're talking about where the ground and sky meet, then I kind of fixed it.
You shouldn't neglect your lighting, go through with fully rendering your light using shadow casting projected textures.
Lighting was supposed to be overcast/fog lighting, essentially where the sun is mostly blocked, and light is barely being cast on the world, so shadows are pretty much non-existent. I have a soft lamp shining onto the scene, but I just heavily blurred out the shadows to create the effect, still trying to work on it though.
Are you manually blurring the shadows in post somehow? The effect should be produced naturally by reconstructing the lighting setup you were going for, so a lot of soft lamps everywhere to simulate light breaking. It's misdirecting to think shadows are non-existent, their borders may not be easily defined but they're still everywhere, accumulating in different spots/varied in intensities and softness. The internals of that shack for instance should have shadows visible inside it
r_projectedtexture_filter, and then some amount after like 10 or 20 will blur the shadows out, admittedly not the best way to do it, but it was the only idea that came to me at the time. Obviously shadows aren't actually non-existent, but you just can't see them, as the lack of light hitting them causes the shadow's border to blur. I was basically trying to go for your Server Dust Stroll, where almost no shadows are visible.
You should use r_projectedtexture_filter 0 and rely on the softness of soft lamps to produce soft shadows (that's the only thing they're good for). If you're using a high r_projectedtexture_filter value you're basically removing all shadow definition - its Valve's 2004 version of cheap, non-pixelated shadows (note, not soft shadows, just not pixelated shadows), which are neither accurate nor pretty
quite arghish https://files.facepunch.com/forum/upload/109871/c04df954-756e-43df-912c-7096fcd4fa88/poster-18-11-04 05-05-23.jpeg
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