by mookie on Mon Mar 08, 2010 8:26 pm
Looking pretty good all around; especially like the close look at the ground in the first screenshot.
Looking at the second screenshot, the edge between the water and the sand seems too sharp. A clearer water might look better, although it might be more expensive too (not sure). Blending to a much darker (wet) sand there might work too.
The yellow building seen in the third and fourth screenshots sticks out a bit too much to my eye. Maybe the colour is right, but it's just too saturated. I'm not really sure. The displacement coming up against it, that blends from sand to rock then back to sand a the top, looks a bit odd. The color of the domes over this building looks off as well.
The tile floor visible here looks noticeably too bright/saturated to me, compared to the walls around it.
In the third screenshot, about a quarter of the way in from the left, it looks like there's something weird going on with the shadow/lighting on the wall. That wall seems to be facing the sun nearly right on, so it doesn't seem like any shadow should really be hitting it.
You mentioned about the odd lighting on the palm tree models. It may seem like cheating, but in a few places you may be able to just move the trees or move the ground so that the whole tree is in light. e.g. The one here in the third screenshot, it looks like it's in a dead area (i.e. there is nothing but wall around that left corner). If that's so, raising the displacement there could put the base of the trunk in light without really affecting gameplay. Of course if you can solve the issue by adjusting the model this suggestion is moot (I know hardly anything about modeling).
Looking through the fourth screenshot out to the skybox, there seems to be a fairly dead space there. Something in the distance (buildings, hills/mountains) would help, just anything to break up the horizon. Of course this could be off since this is just one angle.
Looking at the fifth screenshot, the building on the right. I'm not sure what to call these, buttresses or columns. To my eye they look a bit fat and it seems odd that they go all the way to the top of the wall.
The alpha blending around the rock seen in screenshots 6, 7, 9 looks unnatural since it's so regular/circular. Maybe it'd look fine if the displacement was raised up more to make it seem like a big chunk of rock coming out of the ground. Right now it looks to me like a few rocks sitting on a patch of rock ground that's been swept clean.
The dust crates in screenshot 8 stick out to me. The piles of bricks seem to blend in fine though.
"When you mess up, it makes me feel better about me." -- Vince Masuka