[QUOTE=RoblixWW2;52831462]Playing around with adding details like grass to the mossy rocks, flowers and such.
[t]http://www.wduwant.com/index_uploads/uploads/73e4b4.jpg[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/851604638000590108/F6AEAD0260FB1F1A73ACDC5A7FCD3D848D72FA22/[/t]
[sp]I dont have BF1 since I have too low specs for it. Shame. It looks so fun to play.[/sp][/QUOTE]
That's some great progress, you could add small pebbles crippling into the grass patches for a nice blend.
By the way, where did you get these rocks/grass? They look great.
It is an updated [URL="https://mega.nz/#!BE1H1ITZ!KJvjYrzjm3XB3VVuFgoBHr3aeJnvXkKvR915jEaFyTU"]BF1 pack[/URL] by Hauptmann.
I was out for the past couple days and decided to get cracking as soon as I got home. Little exercise scene's coming along nicely. I'm finally making use of godray passes too, which is exciting.
[T]http://www.wduwant.com/index_uploads/uploads/026c21ff5efa.jpg[/T]
I am really liking how you turned a drawing of yours into an actual art in GMod. Looks p good.
Also my progress. Atm I am posing soldiers.
[t]http://www.wduwant.com/index_uploads/uploads/bf2825857af7.jpg[/t]
[t]http://www.wduwant.com/index_uploads/uploads/ba03d47ce127.jpg[/t]
[t]http://www.wduwant.com/index_uploads/uploads/986cd2693.jpg[/t]
And the scenebuild so far
[t]http://www.wduwant.com/index_uploads/uploads/33b8438acd83.jpg[/t]
[QUOTE=Docta Ubafest;52832803]I was out for the past couple days and decided to get cracking as soon as I got home. Little exercise scene's coming along nicely. I'm finally making use of godray passes too, which is exciting.
[T]http://www.wduwant.com/index_uploads/uploads/026c21ff5efa.jpg[/T][/QUOTE]
Starting to look like the one in your drawing. I would try using a skybox for the sky or isolating it in photoshop later on.
Alright so now I'm looking for some help
[T]http://www.wduwant.com/index_uploads/uploads/96a071427c8d.PNG[/T]
How do I go about texture layering while avoiding the subject becoming really really dark?
[QUOTE][t]http://www.wduwant.com/index_uploads/uploads/bf2825857af7.jpg[/t][/QUOTE]
Just for a second, I thought this was actually the Monte Grappa map. Well done scene build.
[QUOTE=Docta Ubafest;52836245]Alright so now I'm looking for some help
[T]http://www.wduwant.com/index_uploads/uploads/96a071427c8d.PNG[/T]
How do I go about texture layering while avoiding the subject becoming really really dark?[/QUOTE]
if you have an isolation pass you can simply brighten the texture as well as use overlay for texture blending mode, if that's not enough you can literally increase the amount of diffusion light the tank receives by increasing opacity/duplicating light layers with the tank's isolation as a mask
[QUOTE]
[img_thumb]https://i.imgur.com/YLsUZzQ.jpg[/img_thumb][/QUOTE]
My only comment is that campfires are really not that bright
[t]https://upload.wikimedia.org/wikipedia/commons/thumb/2/20/29RCCMAK_-_Campfire_at_base_camp_Susunia_Hill.jpg/400px-29RCCMAK_-_Campfire_at_base_camp_Susunia_Hill.jpg[/t]
Any idea on what I could add ?
[IMG]http://i.cubeupload.com/LaRUlY.jpg[/IMG]
Textures on things, so they're dirtier IMO
[editline]1st November 2017[/editline]
Decided to experiment with different techniques to add some camera gore to pictures, tried mixing noise reduction, color bleeds, chromatic aberration, motion blur and noise filters in that order
[img]https://img3.picload.org/image/drrprirw/6.jpg[/img]
more:
[URL]https://img3.picload.org/image/drrprirw/6.jpg[/URL]
[URL]https://img3.picload.org/image/drrprirr/2.jpg[/URL]
[URL]https://picload.org/image/drrprira/3.jpg[/URL]
[URL]https://picload.org/image/drrprirl/4.jpg[/URL]
[URL]https://img3.picload.org/image/drrprigw/1.jpg[/URL]
call it rape, but I'm finding the results pleasing to look at
I wish I would've posted this a little sooner since Hauptmann is right above. Still very much a work in progress obviously as I only have sunlight working in this one. I did also get that newly released Roman citizen pack as well but I like variation with characters.
[T]http://www.wduwant.com/index_uploads/uploads/070d760c138d.png[/T]
Just to show you guys I'm not JUST lurking around the forum.
EDIT: [QUOTE]Any idea on what I could add ?[/QUOTE]
If you have a horse and chariot you could have that strolling thru and give the walking guy something to look at. Maybe a tower or tall building in the background or maybe a far off mountain?
I fell in love with art from an isometry view so I decided to imitate it and put another WIP into my works.
[t]http://www.wduwant.com/index_uploads/uploads/a6a39a652072.jpg[/t]
[QUOTE][t]https://img3.picload.org/image/drrprira/3.jpg[/t][t]https://picload.org/image/drrprirl/4.jpg[/t][/QUOTE]
I feel like you need to put a few soldiers or civilians in there poking something decidedly alien and fuckin' creepy, almost like found footage. That's the sort of vibe I'm getting. (Also if you're doing this in photoshop I'd love to look at your .psd file to see how you did it)
he doesn't "need" to put a single thing in there. it's one of his huge GMod-themed scenebuilds.
chromatic aberration is a guilty pleasure of mine - the hard part is using it sparingly enough so as to not have it become an eyesore
[editline]6th November 2017[/editline]
and might as well put this here too
[t]http://wduwant.com/index_uploads/uploads/3cdd528decfc.jpg[/t]
it's a sketch for a scene idea, i don't usually draw my stuff beforehand but i felt it was important i could get the composition right in this one and i needed some reference for that
pulling it off properly is a completely different matter, because a thing like this easily turns into a cluttered mess
I like the concept. I'd try a slightly different angle. More actionish? Or slightly crooked/bent? The building itself on the left looks very flat while as you move more to the right it looks very action-like. Maybe it will look different upon implementation. Maybe higher or lower FOV?
[editline]6th November 2017[/editline]
Oh I got it. So here's a possible fix. The left part of the building is closer to the screen. So the room itself is not necessarily rectangular, but more pentagonal, or even oval.
Basically, what I'm seeing is a lot of action lines, but the building itself on the left is very opposite, very straight up and down lines (bricks, walls) so making it more random there can help.
[editline]6th November 2017[/editline]
Another option is to somehow add more straight up/down patterns lines as you move to the guys on the ropes to balance it out. For example, instead of the city backdrop, there would be another building with a similar arched window behind them on the same height but a bit further in the back.
angle-wise i'm going with the flat sideways view to give the scene as much exposition as possible, i'm sacrificing some of the drama for the sake of detail.
[QUOTE=Crazy Knife;52861196]Oh I got it. So here's a possible fix. The left part of the building is closer to the screen. So the room itself is not necessarily rectangular, but more pentagonal, or even oval.[/QUOTE]you're overthinking it.
[QUOTE=Crazy Knife;52861196]For example, instead of the city backdrop, there would be another building with a similar arched window behind them on the same height but a bit further in the back. [/QUOTE]this is a good idea though, maybe i'll do something like that.
[t]http://www.wduwant.com/index_uploads/uploads/f9b368bf8cda.jpeg[/t]
wip recreation of one of my fav halo 3 levels (the ark)
[t]http://i.cubeupload.com/eU5Fwb.jpg[/t]
What do you guys think of this so far ?
So far it looks very neat. You gonna add the bunkers from the other ww2 pack?
Also my WIP
[t]http://www.wduwant.com/index_uploads/uploads/ff0648df88ac.jpg[/t]
[QUOTE=Hauptmann;52869690][t]http://i.cubeupload.com/eU5Fwb.jpg[/t]
What do you guys think of this so far ?[/QUOTE]
The ocean water looks really good. Is that the one from your water pack?
There is no water in this screenshot.
[QUOTE=Hauptmann;52869690][t]http://i.cubeupload.com/eU5Fwb.jpg[/t]
What do you guys think of this so far ?[/QUOTE]
Real nice, look forward to seeing what the seawall is going to turn out like.
Also, slightly off-topic but what are those log structures. I'm assuming they're anti-tank something's
[QUOTE=Hauptmann;52870478]There is no water in this screenshot.[/QUOTE]
The thing in the distance, where the orange sunset is. Right underneath it. Looks like a large body of water?
That's a dune I reckon
[t]https://i.imgur.com/GF9SNV2.png[/t]
Going to finish this one up later, I'm mainly having problems with how to approach the lighting, the rest I've got under control though.
[QUOTE=Hauptmann;52843327]Any idea on what I could add ?
[IMG]http://i.cubeupload.com/LaRUlY.jpg[/IMG][/QUOTE] what are those models?
[QUOTE=Crazy Knife;52871744]The thing in the distance, where the orange sunset is. Right underneath it. Looks like a large body of water?[/QUOTE]
It's the cliff of Coleville-sur-Mer, at the spot of Omaha Beach
[t]https://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Omaha_Beach_Nowadays.jpg/1100px-Omaha_Beach_Nowadays.jpg[/t]
[editline]9th November 2017[/editline]
[QUOTE=Docta Ubafest;52870753]
Also, slightly off-topic but what are those log structures. I'm assuming they're anti-tank something's[/QUOTE]
Their purpose is to make the landing crafts capsize and eventually make them explode if they hit the landmine strapped to the end of the long log. Luckily they didn't accomplish their task since they were supposed to work during high tides but it was a low tide day when the D-Day landings happened.
[t]https://cdn.discordapp.com/attachments/312004077158531073/378451773171433472/unknown.png[/t]
Started filling in the market stalls some more
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