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clawda
11-23-2003, 03:53 PM
www.traffic-guide.com/finalrender2.avi (http://www.traffic-guide.com/finalrender2.avi)

Tahl'eN
11-24-2003, 01:15 PM
Looks great! Nice, consistent style. (-: The only thing that's bugging me is the nice, soft shadows. They don't quite fit.

clawda
11-24-2003, 02:37 PM
edited by clawda

clawda
11-24-2003, 02:58 PM
Link to my gamethread at threedy

http://threedy.com/showthread.php?s=&postid=125998#post125998

Tahl'eN
11-24-2003, 09:16 PM
Shadows are pretty much always a good thing. But to fit with the feel of the art, the shadows will need to be basically solid black. I would say test a few looks for it as I think it will need some sort of texture as well.

clawda
11-25-2003, 01:31 PM
got it, check the link above, the "fake shadows" are now solid

Tahl'eN
11-26-2003, 01:14 PM
Looks good. Now put a similar shodow under the lightpoles. (shadow inconsistencies are one of the first things to bug me in a video game)

clawda
11-26-2003, 02:18 PM
edited by clawda

Tahl'eN
11-26-2003, 03:50 PM
Just little black rectangular polys below the posts would do the trick, I would think. (-:

clawda
11-26-2003, 05:59 PM
okay I'll add them later, thanks a lot

www.traffic-guide.com/characterwalk.avi

the main character walking on his spot, please crit, take care

Tahl'eN
11-26-2003, 06:10 PM
The cycle looks great. You need to chop the last frame off the end of it, though. That'll keep it from sticking on the left foot like it's doing now.

Please tell me this char is still WIP, though. The textures in the environment look so professional, I'd hate to see this guy get in there and destroy the look. His head could use a few more polys on top, and in front as a nose. His shoulders bulge too much, and are too straight off his neck, his legs are too short, and his testure is far, far too sketchy. You set the bar really high with your environment, get this guy to match it! (-:

clawda
11-27-2003, 02:45 PM
edited by clawda

clawda
11-29-2003, 03:06 PM
anyone else?

Tahl'eN
11-29-2003, 09:23 PM
I would like to see a shot of him in the environment, to see how he matches the rest of the game.

clawda
12-05-2003, 11:28 AM
http://www.grafisktforum.org/showthread.php?s=&threadid=14022&pagenumber=3

Tahl'eN
12-05-2003, 01:43 PM
Honestly, the new colors are much more effective in making it look like a slum. The whole thing looks much dirtier and much less welcoming. I really like all the variation you have in the building colors now. Makes it seem more real, even though it does look like a cartoon.

Suggestions:
-- put the black lines you have on everything else on the corners of the buildings
-- match the color of the sidewalks in front of the buildings to the face of the curb along the street (back to blue, I would think)

What are the yellow dots between the lightpoles and the sidewalk the main character is on?

clawda
12-05-2003, 05:38 PM
http://threedy.com/showthread.php?s=&postid=129909#post129909

Tahl'eN
12-06-2003, 03:50 AM
The color matching I'm talking about is here: http://www.tahlen.com/ColorMatch.jpg

Also, the lights match color-wise, but don't really go with the slummy look the area has now taken on.

clawda
12-06-2003, 10:41 AM
http://www.threedy.com/showthread.php?s=&postid=129909#post129909

Razorwolf
12-06-2003, 01:16 PM
Total ripoff of a standard max tutorial, anyone?

Tahl'eN
12-06-2003, 04:08 PM
Ya got it, but I was thinking the other way around. As in, make both parts blue, 'cause the scene is getting too brown now. That said, the brown sky is a nice touch. (-:

clawda
12-06-2003, 06:08 PM
edited by clawda

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