<!--QuoteBegin-CoolCookieCooks+May 8 2005, 07:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ May 8 2005, 07:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well theyre hardly minor things.. more like <b>major</b>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I can't believe people are pointing out the minor imperfections in such an amazing image.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
<!--QuoteBegin-twoflow+May 8 2005, 12:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (twoflow @ May 8 2005, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can't believe people are pointing out the minor imperfections in such an amazing image.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The point is to give a full scene lighting reference. With the information available both in the picture and from the orb (reflections and whatnot), you can come damn close to matching the ambient light settings of the scene. For example, you can make sure that all the reflective bits brighten up from just the right angle to match everything else.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i stand corrected KungFuSquirrel. a well informative respond that also will come in handy.
if you want to be picky, go for the mirrior and the bed, the bed isnt depressed as if someone was sitting there, and the mirrior shows none of him (a tiny bit should be visible)
But either way they're still great pics, who cares if they arent photoshopped perfectly, the point is that the new lighting makes their models look hott.
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
<!--QuoteBegin-Supernorn+May 8 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ May 8 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Makes you wish Source had dynamic lighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ummm, unless i am mistaken (or you are referring to something else), the env_light_dynamic is just that
i mean, the lost coast is probably going to be out in HDR in a few months, and thats at least realtime on the moving models.
Maybe thats for like a high resolution HDR effect thats like doom 3's, all real time....
If your comp cant handle it, go for a bloom mod <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Love the reflections on his back and the folds in his pants. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Bah, we all know combine don't knock.
Love the reflections on his back and the folds in his pants. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Bah, we all know combine don't knock. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> He's going to ask if they have homeowner's insurance.
<!--QuoteBegin-NEO Phyte+May 9 2005, 04:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEO Phyte @ May 9 2005, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Supernorn+May 8 2005, 06:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ May 8 2005, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Makes you wish Source had dynamic lighting. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ummm, unless i am mistaken (or you are referring to something else), the env_light_dynamic is just that <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It's a dynamic light, true, but there're no dynamic shadows in HL2... So if you shine a flashlight with an env_light_dynamic for light bulb at a NPC, it'll shine right through him/her and produce no shadow.
Comments
I can't believe people are pointing out the minor imperfections in such an amazing image.
But then, I don't want to be really picky, because this is just awesome.
The point is to give a full scene lighting reference. With the information available both in the picture and from the orb (reflections and whatnot), you can come damn close to matching the ambient light settings of the scene. For example, you can make sure that all the reflective bits brighten up from just the right angle to match everything else.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i stand corrected KungFuSquirrel. a well informative respond that also will come in handy.
But either way they're still great pics, who cares if they arent photoshopped perfectly, the point is that the new lighting makes their models look hott.
nice nice nice!
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
ummm, unless i am mistaken (or you are referring to something else), the env_light_dynamic is just that
i mean, the lost coast is probably going to be out in HDR in a few months, and thats at least realtime on the moving models.
Maybe thats for like a high resolution HDR effect thats like doom 3's, all real time....
If your comp cant handle it, go for a bloom mod <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Love the reflections on his back and the folds in his pants.
Love the reflections on his back and the folds in his pants. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Bah, we all know combine don't knock.
[combine]
Love the reflections on his back and the folds in his pants. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Bah, we all know combine don't knock. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
He's going to ask if they have homeowner's insurance.
ummm, unless i am mistaken (or you are referring to something else), the env_light_dynamic is just that <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's a dynamic light, true, but there're no dynamic shadows in HL2... So if you shine a flashlight with an env_light_dynamic for light bulb at a NPC, it'll shine right through him/her and produce no shadow.