haha, was waiting for someone to notice these there are indeed two gmen sitting in the van. look inside the subway train and you’ll see even more of them lmao
[editline]4th April 2014[/editline]
oh btw i found a solution to the lamp shadow issue that was brought up in my last thread. you just have to use the square lamp texture instead of the gradient sphere. though i’d still recommend using separate lamps for close by props since the shadows are ugly as shit, especially if the lamp fov is more than 40.
sometimes ragdolls refuse to cast any shadows. i’m not sure why. i bet i could’ve gotten around that by placing lamps close to them, but that would’ve screwed with the lighting and caused a huge fps drop
Rim lighting is badly executed and gives the primary character in the scene a pasted look. Also no shadow on him as noted above. The rappelling infantry units at the background are badly posed. The overall shadow edges are grainy and you can just tell a low-quality lamp was placed somewhere there. Texture qualities are inconsistent. The sun rays effect is too gamish, I’d like to see it replaced with some better looking edits in PS. Could use ambient occlusion.
You did a very nice job with the scenebuild - lots of depth, well populated, lighting is good, realistic and relevant prop layout, and even a pretty well done composition. The most staggering point I find is the detail, there is tons of it! Not everybody has that ‘eye’ for that kind of stuff. But very well done.
Obviously there are many places to improve as people pointed out, so I won’t go into too much detail as I’m sure you’re aware of how to fix and tweak where needed. But as for the shiny/reflective cubemap issue on certain props, you can fix that by entering mat_specular 0 into the console. It’ll get rid of that purplish tint (like on the mustang in the back, glass, cs_props, and a few other props). The more props spawned, the longer it will take to recompile the cubemaps just so you know.
heh, thanks also, good to know that command. it’ll definitely be of use.
yep, could indeed use ambient occlusion. i have AO on, but half of the time it fails to work. the inconsistent texture quality is always an issue, but i sadly can’t fix it unless i re-skin every prop also the rim lighting isn’t something i put there intentionally so idk
Very fine work here, the only thing, which i didn’t even notice at first, is what VIoxtar said, the rim-lighting and lack of shadow on the guy does look a bit weird. Otherwise, near perfect. How much time did you spend on this overall?