Looking good all!
Good to see you posting again saltr.
Good to see a lot of new faces as well.
More experimentation on my end but I am liking the results so far.
TES Skyrim
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- *sensei*
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Re: TES Skyrim
Unreal WarfareUnreal Warfare wrote:Yersinia, if the first shot is daytime I would suggest toning down the red via RGB somehow. It's likely bloom as you can see the top half of the watchtower is affected by a pink/purple tint but the bottom half isn't.
The night shot looks nice. Would be nice to see it a little more zoomed out.
Other than that I think it's looking nice so far.
Thank you, all input is very welcome. ^^ Will try lower red a bit in the far and near fog, should help I hope.
Going to redo night day balance in imagespace, so night get alittle more brightness and day alittle less.
I think day and night settings will be more normal then, at the moment day settings is alittle low.
Night are "low" too but I think it will help alot on the night sky that I have to tune anyhow. ^^
Probly wont be Epic like JawZ ELE and nowhere near so advanced, but I think it is fun at the moment. See how it goes if I manage to finish this one weather
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Re: TES Skyrim
Dinkledorf, thanks, looking good
Couple experimenting and one with a preset
http://www.mediafire.com/download/2mgb2 ... tr_CoT.rar
Couple experimenting and one with a preset
http://www.mediafire.com/download/2mgb2 ... tr_CoT.rar
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Re: TES Skyrim
@tigreton
how do you get that sharp body textures like on these pics?
btw, your screens are that good, its unbelievable!!
how do you get that sharp body textures like on these pics?
btw, your screens are that good, its unbelievable!!
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Re: TES Skyrim
brutalscream;
High value for a sharpening method, most likely LumSharpen found in SweetFX.
That along with a low SpecularPowerMultiplier and high SpecularAmountMultiplier. And perhaps [REFLECTION] is activated.
A lower value than 1.0 for the SpecularPowerMultiplier will spread out the reflections and a higher value than 1.0 for SpecularAmountMultiplier will increase the intensity of the reflections.
But the most important thing is having a high detailed specular map/"texture"_s.dds to create the same effect that are in those pictures.
I myself don't like such textures that create that much speckles/dots at a high Specular amount settings, it should be more smudged if you ask me.
High value for a sharpening method, most likely LumSharpen found in SweetFX.
That along with a low SpecularPowerMultiplier and high SpecularAmountMultiplier. And perhaps [REFLECTION] is activated.
A lower value than 1.0 for the SpecularPowerMultiplier will spread out the reflections and a higher value than 1.0 for SpecularAmountMultiplier will increase the intensity of the reflections.
But the most important thing is having a high detailed specular map/"texture"_s.dds to create the same effect that are in those pictures.
I myself don't like such textures that create that much speckles/dots at a high Specular amount settings, it should be more smudged if you ask me.
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Re: TES Skyrim
paler skin tone
Same here though it's not easy getting Skin look Organic in a Phong Model if not even impossible, though before that the problem of unified colors is also heavy like seen here with the Real Girls Skin i'ts not uniform enough and creates a lot of color distortions, though mostly in places where no light can hit itI myself don't like such textures that create that much speckles/dots at a high Specular amount settings, it should be more smudged if you ask me.
Though i wonder where these compression artifacts come from here (blurry spots) must be happened in the hand editing i guess, or a normalmap compression artifact.
i have the feeling im slowly ready to clone Real Life Females with my approach
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Re: TES Skyrim
saltr
That looks interesting! I'll give this one a try later.
All
Great shots. This thread is a good inspiration!
Have been playing around with SSAO and the way it changes the look of characters in the game. It is so much fun to try how the variables affect the look of different things ingame
SSAO off
SSAO on
Maybe the SSAO i use is a little bit too much :mrgreen: . What do you guys think?
That looks interesting! I'll give this one a try later.
All
Great shots. This thread is a good inspiration!
Have been playing around with SSAO and the way it changes the look of characters in the game. It is so much fun to try how the variables affect the look of different things ingame
SSAO off
SSAO on
Maybe the SSAO i use is a little bit too much :mrgreen: . What do you guys think?
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Re: TES Skyrim
@WoodsOfYpres
Just decrease AOIntensity (in increments of 0.05) or AOAmount (in increments of 0.05) and you're good
A suggestion: look into balancing SamplingRange, AOAmount, and AOIntensity to get the best bang for your buck, as people say
Just decrease AOIntensity (in increments of 0.05) or AOAmount (in increments of 0.05) and you're good
A suggestion: look into balancing SamplingRange, AOAmount, and AOIntensity to get the best bang for your buck, as people say
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Re: TES Skyrim
@ZeroKing
Thank you, will try this. Haven't changed the SamplingRange yet, since i didn't really get what it does. The problem is always to balance it out, so it will look good on characters and environment.
Thank you, will try this. Haven't changed the SamplingRange yet, since i didn't really get what it does. The problem is always to balance it out, so it will look good on characters and environment.
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Re: TES Skyrim
Are you scared by her appearance ?
i guess you'll be scared more by the mouth and teeth interaction ?
this is damn hard but the fact that you can iterate in realtime on the fly makes it easy as well
i guess you'll be scared more by the mouth and teeth interaction ?
this is damn hard but the fact that you can iterate in realtime on the fly makes it easy as well
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85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard