![]() |
#91
|
|||
|
|||
![]() Quote:
I'm sorry I don't have the knowlage or words to provide anything more constructive than that. |
#92
|
|||
|
|||
![]()
Alifish I think you are getting there, but so far its all been too much, something inbetween yours and the original would be much better. Just find the sweetspot. you are not there yet, its waay too much in all of your own screenshots. Just some input. Looking forward to the results, Good luck
|
#93
|
|||
|
|||
![]()
yes...last pict posted by Ali is too much psychedelic, but the intention of adding more contrast is the right way..
4me (if looked at distance) CloD terrain appears to much washed-out. I just played 2min with Photoshop on a previous posted pict in lunchtime break... b40448ec.jpg b40448ec2.jpg ..and the trees should be more contrasted, in these pict they look to much merged in landscape, they disappear and don't cast shadows Cheers |
#94
|
|||
|
|||
![]()
Ali, I think your earlier efforts were much better. It seems to me you've been a bit derailed by the plethora of photos people have posted.
This shot, for me, was definitely the closest to what I see here in the U.K. The most recent ones look surreal. Cheers, gwpc |
#95
|
||||
|
||||
![]()
Hmmm, to me that looks far too green.
I actually think that there are too many fields in CloD which are 'funky' colours. By this I mean that some are almost pastel in colour, whilst others are really dark and murky. Throughout a season, most fields in a given area would suffer the same weather affects, so consequently, although the colours will differ, the actual weathering (or, should we say, burnishing (as it is summer)) will be largely universal. I think CloD needs a large number of fields which are grass-green (not luminous green) and then others which are able to reflect the colour of the crop. Obviously, when I say a large number which are grass green, this will all depend on what the weather has been like, so if it has been really warm, then the colour will look more washed out and dry. I think the photos posted in this thread: http://forum.1cpublishing.eu/showthread.php?t=22249 give a fairly good representation of what I mean ![]() I mean, look at this WoP shot. It's very green, but the green itself doesn't look too bad IMHO Although the colours look nice in this CloD picture (which looks edited) ![]() Clearly the trees need darkening. Looking at CloD, the texture for the terrain under the trees is quite a sickly colour. Maybe if it was darkened to almost black it would give a much better impression? And obviously this is an edited photo, but IMHO these colours are quite nice ![]() (maybe the green needs to be washed out a bit more. The photo is clearly edited) |
#96
|
|||
|
|||
![]()
i watched the battle of britain last night. i also watched this which was fantastic.
for uk'ers only as it bbc iplayer. Its an hour and a half long, mainly about british lansdscape art, last 20 mins is about war time british propaganda landscape art, ohh and theres some spitfires lol ! http://www.bbc.co.uk/iplayer/episode...cape_Painting/ basicly between the two is all the information needed to semi accuratly re create south east england. the colours displayed in battle of britain were just awesome. but the scale of the texture in il2 is seriusly wrong. i.e. the average size of a field basck then was probally the size of the texture tile itself. so there are too many patch fields ! i believe that the devlopers have looked at modern day field and land divisions and taken that as the scenic appeal. imo its not wrong but in correct for what im trying to achieve. regards that last image phillip. its way to green, but only because every other non green hue as filtered with the same filter for the green. the trick is to extract each colour and configure independantly. my latest efforts look pretty much like the originals, still only with a comparison screenshot they look better. which isnt good enough really for a mod so im not sure what to do tbh, its got me all wound up. one of the most important aspects of what i want to achieve is very much hindered by my inabillity to darken the trees. and ive tried everything there. untill i can do that i wont be working on it much. unless i have a serious brainstorm and it all works itself out lol. if i got the bandwidth left for images ill post some from these 2 media sources. Last edited by Ali Fish; 05-18-2011 at 01:29 PM. |
#97
|
||||
|
||||
![]()
That video on iplayer is brilliant! I'd love to see terrain like that in CloD.
Interestingly though, my book on the BoB film explains that a lot of the footage was shot over France (because the weather in Blighty was too poor for filming) so I'd take everything there with a pinch of salt (as far as modelling England is concerned) ![]() Ali, do you have access to the textures which the trees sit on? Maybe darkening those would improve things? |
#98
|
|||
|
|||
![]()
yeah phillip done that. the lighter colour trees negate any effect of darkening the land base, now with trees properly dark my textures would look a whole lot better.
my photobucket account is perilously close to having exceeded its bandwidth use. ohh dear. my pics may dissappear soon ![]() ![]() |
#99
|
||||
|
||||
![]()
That actually looks brilliant!
I think that there are still too many really dark fields (like the brown ones) which might look better if they were more golden, and similarly the really dark green fields look a bit out of place, but it definitely looks good! Out of interest, how does it look when the colours are adjusted to look more natural (like you did before in photoshop)? |
#100
|
|||
|
|||
![]() Quote:
light isnt about whats hitting the object its more about what light the object is emitting in our game environment of course. ! lets take a rich yellow corn field. whilst viewed at ground level from a distance of say 10 metres its this colour, and bare in mind you also view everything between the corn field elements, that maybe the ground, the atmoshphere , its shadow against another element ! But...... when viewed from say 2000 metres its a different story, the mass of area of the cornfield has a further influence on the colour, brightness and contrast, in its mass it reflects more light back at the lens. along side that rich colurfull yellow we pick 1 shade of green in abundance. at ground level we see much similar to the yellow from certain persepctive. but at height and in abundance or mass of green colour, that dark green colour does not get brighter because of various reasons. shadowing is enhanced thats an absence of light ! so its not quite as reflective of light in general thus it retains its dark quality. but with both colour examples you can throw all this theory out the window depending on the angles of light. so its a very dynamic arena, one we cant simulate in this game. a tree or forrest has the same qualities as above but in scale everything is much bigger including the shadow generation qualites. its much darker. each colour operates independantly in reality. in our beloved flightsim things are not and never will be so dynamic. so were left playing with this incredible balancing act thats pretty hard to manipulate with the tools we have. and basic shader use thats set with such an awkward colour base at various times of day. any VU fans out there ? White light, Aww white light it lighten up my eyes White light, don't you know it fills me up with suprise White light, Aww white heat tickle me down to my toes White light, Aww white light I tell you now goodness knows, now work it Last edited by Ali Fish; 05-18-2011 at 03:27 PM. |
![]() |
|
|