StoneHenge Screenshot

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gellyware(Posted 2004) [#1]
Here is two screenshots from a first person puzzle game Im working on. I need opinions on both the shot without mist and the shot with mist. To be, or not to be? or should I say to have mist or not to have mist?

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Ash(Posted 2004) [#2]
Mist does have its uses (e.g. cutscenes or special effects, if you're going to have those), but generally, I reckon the shot without the mist is a lot less grey (:p) and generally a lot nicer to look at.


jhocking(Posted 2004) [#3]
The shot with mist would be improved a lot if you segment the ground plane a little. I'm assuming right now it is just one (okay, two since it is a quad) huge polygon. Fogging is like real-time lighting, only as good as the resolution of the mesh being affected.

I imagine once you segment the ground, and adjust the near/far fog ranges, the mist shot will be the better one. Oh, and is your sky set to no fog? It looks like the fog is affecting it since it is considerably lighter in the second image than in the first.

By the way, lose the <img> tags, you don't need 'em.


gellyware(Posted 2004) [#4]
Ash, as of now I must agree (unless I get the mist scene looking better).

JHocking, when you say segment the ground a little, how do you mean? If I understand you correctly, you are suggesting a "tiled" fog? Opposed to a textured sized to the quad? Right now the fog is 3 planes with the mist texture.


jhocking(Posted 2004) [#5]
Ah, I see now. I assumed you were doing distance fog, using CameraFogColor. If you're trying to do a low fog over the ground, don't. Or at least be subtler about it; turn down the alpha of the fog. You might want to play with distance fog to see how it looks in the scene with no ground fog.


Clique(Posted 2004) [#6]
the un-misted one is best, the mist make it look to snowy, maybe there are other ways to make the mist more fog-ish?
i dunno :S


ErikT(Posted 2004) [#7]
I like the first one best, tho' the grass looks like a sea of toxic waste with that colour. You might want to turn down the saturation a bit.


mrtricks(Posted 2004) [#8]
Yeah, I'd say tone down the fog a lot if you're going to use it. Add a shadowmap to the ground and it'll be lovely.


IPete2(Posted 2004) [#9]
Hi,


Very nice stuff...

Here are some thoughts for you.

In my opinion you need to light map the scene in Giles and get some nice shadows in there. That will then lift the whole scene and give it a much stronger atomsphere.

The mist texture needs to be far more patchy and in some areas, clear, for it to work better.

BTW - I have an aerial plan of Stonehenge if that's any use to you? (Id have to scan it in next week sometime if you need it).

Oh I just thought, if you are not already, try using the camera fog to help with this scene. The settings should be quite far apart so the fogging takes place over a large distance.

Then stand back and it'll look superb!


IPete2.


gellyware(Posted 2004) [#10]
Thanks everyone for your criticisms. I have taken a survey, and the fog has lost (wasnt so keen on it myself anyway).

Once I get this level completed.. I will upload a demo.

@Ipete2 - I think I might have to get Giles on this one. As far as the plan on stonehenge, I have a gigantic resource of information on it. The model you see is modeled during the prime of stone henge. Thank you though!


IPete2(Posted 2004) [#11]
My pleasure,

sounds like you and I have something else in common then! I love Avebury too!

IPete2.


'Avebury is to Stonehenge what a Catherdal is to a Church.'


pantsonhead.com(Posted 2004) [#12]
I didn't see any mist when I was there last month...