• "Want To Post A Picture But Don't Want To Make A Thread" - Thread V8: (x1 Coin)
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Thanks, really means alot coming from ya know, the best scenebuilder in Garry's Mod (Atleast in my opinion) But for the lighting, I agree, you see a use a static light entity along with the soft lamp, I do this to add subtle color contrast and color theory, (for example, adding a blue static light and an orange soft lamp ), however, I guess I put the static light a bit too close, thus cancelling the shadows, or atleast making it really hard to see. Thanks for the feedback.
No matter the proximity of the light entity, it will still cancel the shadows inside your lamp's shadow, which is where the magic happens. never use lights - use lamps, and a lot of them
Aight.
Do you happen to have the stacker tool of yours? I believe it works with effect props as well, right?
https://files.facepunch.com/forum/upload/107075/89394735-6487-438a-9ebb-4873624ac838/anotherworld.jpg
Yea, it's in the CK detailed models pack thread. A mediafire link and it still works.
Vioxtar, I'm wondering how you do those bodies of water in some of your scenes such as Server Dust | Docked or Server Dust | Waste?
in both I used the same initial technique: render the scene on gm_black_reflective floor, using that for a base reflection. Cutting it out in photoshop then lets you set up a displacement map (like here: https://www.youtube.com/watch?v=I1jzXCnQSMc) to distort and get reflections. Then place with color corrections to get the 'water look' you want. after that I used a similar way to, in photoshop, add sky reflections (which I didn't have from the in-game reflection render) because if you have ripples, then a part of their aspect map would also reflect parts of the sky: https://files.facepunch.com/forum/upload/710/26452537-ee32-44f8-99a0-0a1f3675477b/image.png which is why you see some light brown reflections instead of just black (the light brown reflections being the sky reflections). I used the word aspect map because i cant think of anything else to describe water ripple shapes: https://files.facepunch.com/forum/upload/710/3ae9a301-ee84-4087-b6f2-215ae367032e/image.png of course I dont actually use an aspect map, i just approximate it, it really adds to the water however in docked I decided that wasn't enough, so I wanted to add reflection opacity falloff as the water got closer to the camera which is why reflections are more vivid further down (towards the rocks) https://files.facepunch.com/forum/upload/710/6c244647-d932-4130-b447-3272512f0413/image.png I made sure the distorted reflections layer itself was set to screen mode (additive) and then added another 'underwater' layer below it which looked a bit like this: https://files.facepunch.com/forum/upload/710/d563612c-060d-4bf0-95b6-3d985a088845/image.png (that grows darker the further it is from the camera) which is why blacks closer to the camera aren't as black: https://files.facepunch.com/forum/upload/710/a888d77a-d203-4d21-9c24-73c9075add95/image.png as further from the camera: https://files.facepunch.com/forum/upload/710/8103d968-dd3c-422e-b90f-56e4232d7f53/image.png Lastly I added those glossy (also additive screen blending mode) shines to the water because sun was shining onto it https://files.facepunch.com/forum/upload/710/787a02f9-0309-4e05-8cdc-1d93f1b57ad0/image.png which worked together with their reflection on the ship body (which was rendered via a separate light layer using a lamp with that default water texture): https://files.facepunch.com/forum/upload/710/d22b9003-6cdb-4018-a30b-013eb6dba0e4/image.png I don't currently have the actual PSD because I don't have access to my desktop, but all of these things can be pretty easily done all by playing with screen blending modes and layer stacking, in about 5 days I'll be able to show you how every layer looks like if you want
Neat! Really interesting stuff. However one problem I have is the fact that the poster command breaks the reflection in gm_black_reflective, I use version 3 because version 2 just doesn't load for me, don't know why, but essentially, I'll input the poster command, and the reflection splits, but I'll try this out anyway.
Yeah, forgot to mention, those reflections renders only work in poster 1, what I did was use Nvidia's DSR to max out my resolution
That's annoying, but whatever.
The lighting is pretty good, so is the overall quality, however the environment around Max and Chloe could use some work, seems to barren, add grass tuffs here and there or anything that can spruce it up a bit. There also isn't any fade between dirt and road, it's just this straight line, doesn't look natural, especially if you want a road that looks like it's been laying there with cars constantly driving over for a long while
While there is a slope, I would still place dirt props over the slope for added effect, but I guess thats just something I would do. Good scene anyway, sticks true to Life is Strange.
http://www.wduwant.com/index_uploads/uploads/9f307db32ed0.jpg Just a test pose, nothing special really.
What models are those?
You've hit the sweet spot for lighting. Definitely your best so far, nice work
https://orig00.deviantart.net/386e/f/2018/183/4/d/dreadwing_by_joazzz2-dcg1si6.jpg
I guess I shouldn't have, but I was looking to get critism on the scene, however lots of the threads in there have no replies, but 30+ page views, I didn't want to have my scene, red sands, be uncriticised because this was a new thing I had just tested and had actually looked pretty good.
I love the detail on the magazine you made of the right-most dude. And also as a whole, even as a presentation, I guess, you make them look stylish and beautiful nontheless.
yeah one of these days i'll make something that isn't just a glorified model test or showcase shot
https://files.facepunch.com/forum/upload/107069/2f9b255f-24eb-45bf-b6b1-88387308a6b6/Light Test July 5.jpg Hello everyone I haven't really checked in, in some time. Good to see some new people and some of the same. Starting with the last picture I made, I've been preemptively lighting and doing minor edits to see how it looks as is, compared to how I may want the final result to come out. Nothing major but since I used T3ss3r's ambient occlusion method I wanted some feedback mainly on how the lighting and the atmosphere pass look. Again, this is unfinished, so I am aware of most of the missing components.
https://files.facepunch.com/forum/upload/600/255dccda-8f58-429e-83f7-a56f68764223/kiks.jpg https://files.facepunch.com/forum/upload/600/cb9506eb-150d-4207-8600-54188d1bf650/kiks2.jpg https://files.facepunch.com/forum/upload/600/e1264e8e-2695-419b-b154-ad3bff875501/kiks3.jpg
Those models look pretty damn good, what are they from?
Roblix has done blue and orange and such before, i think he just wants to experiment with something more non-standard the models are from the new Wolfenstein games
https://files.facepunch.com/forum/upload/107078/5373e43c-b34e-45bb-85ed-dd730b7402bc/B.jpg It looked better in my head, and almost a decent scene in months.
The reason blue and orange is so cliché is because its the best or one of the best contrasts you can use, especially when its subtle. Where can I get the models? are they on the Steam Workshop or?
Yes. They are on the GMod workshop. Made by Auditor or either ArachnitCZ. Both of them are doing Wolfenstein ports over to gmod.
Question, What were the models used for Vioxtar's Server Dust | Docked
As always - TheMask's mega prop pack, maybe Hauptmann's BF1 and CODWWII props and I believe also basic gmod props.
officialy moved from gmod to sfm i call this "bomber man" still trying to improve,but i feel like im getting better,ive moved on from using maps. sorry for the png https://files.facepunch.com/forum/upload/133709/58c45c07-af41-4fce-be56-45204da25462/bomberman 2K.png
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