If you go check it out please turn your graphics to 5, 6, 7, 8, 9, or 10. This is not done yet. Its gonna be a abandoned garage out in the woods.
If you have sound on hit F for a surprise.
If you go check it out please turn your graphics to 5, 6, 7, 8, 9, or 10. This is not done yet. Its gonna be a abandoned garage out in the woods.
If you have sound on hit F for a surprise.
It looks quite nice! It almost seems too detailed though; slow connections and potato graphics cards will hate it
Thanks. Can I have a “Potato graphics car”?
No potato graphics cars from me, because I bought one of the best ones of the time, but I’m a freaking idiot because I didn’t get an upgraded CPU – just the default – so I can’t run anything that requires lots of CPU :c
Oh no you don’t have your graphics on 10 ;c It looks vvay better on 10. My game vvill burn you for not having graphics on 10
Sorry I didn’t realize it was replicated to all the others. Perhaps you should ‘cool’ down :durrr:
how were you farting
Hit F. also I see you turned graphics to ten Thanks
[center]MAY THE LIGHT SHINE UP ON ME!
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But yeah, nice detail. With the waterflow. And stuff.
Thanks
It is important to remember that you can never have too much detail. It’s all in the layering and synergy of the build.
Shameless self plug:
“It is important to remember that you can never have too much detail.”
This isn’t necessarily true. For example, in your picture your tiles would not benefit from being highly-detailed. The light, the walls, and the vegetation are the focal points of that scene so overdoing anything else would draw attention away from those and possibly damage your atmosphere.
BTW That is an epic build. I dig post-apocalyptic type stuff so you get a 10/10 from me. The vegetation could stand to have more detail in terms of texture quality, though. It being the only really green thing in the scene makes it stand out and draw a lot of attention, and that attention from the viewer should be met with attention from the builder.
A lot of it looks really copy-and-paste-y. There’s nothing to break up the brick pattern and the grass is just a constant deep green. The palettes look exactly the same, so do the fences. The moss on the car looks like a blanket, just covering the whole thing and being a constant color. The brick on the windshield is just that - a brick. Just part of it is green. It needs to be 3D, there needs to be something there that gives the impression of depth and texture, even something as simple as just making the green part bumpy.
On one of the walls it looks like you attempted to make it bend to break up the boxiness, which is a good thing to do but the bend is so sharp that it ends up making it look even boxier. Also the two wall sections should definitely not be converging like they are. Since the wall is bent the bricks should be jutting out of the side and illustrating that the wall is, in fact, broken.
Also the lighting seems very neglected. Global lighting needs slight colors and you can place very subtle dynamic lights all over the place to make certain colors stand out in certain areas.
One thing I do like is the crackling fire and wood in the barrel (though the wood could stand to be charred). The smoke, however, goes way past the size of the barrel and ends up going through parts and damaging your aesthetic.
Hopefully that wasn’t too harsh. Just trying to give constructive feedback.
Thanks for the feedback.