It looks like you have used the same treetop for every tree in the image. Please try to generate more variation.
It looks like you have used the same treetop for every tree in the image. Please try to generate more variation.
The leaves don't convince me too. Apart from the correct advice to manipulate the shape of the planes and change their arrangement the textures need work too. Typically for TES-based mods everything looks way too generic and unnatural. You loose much atmosphere which isn't necessary. Try to vary the colours of the leaves and also their saturation. Look at the "I am the king mod." Maybe they share their vegetation know how with you.
Watch "Our Secret Universe: The Hidden Life of the Cell" on BBC to get inspired.
Woderful art as always. Especially I like how you have painted the facial expressions... And the little details on the cloth of course.
Be careful. You don't credit them. It seems that you pretend to be them. I would remove it. Don't be fools. You aren't in need of decorate yourselves with their labels. Create your own one and credit them at the beginning of the trailer in a regular manner.
Apart from that it's an interesting project. Maybe your engine is a bit old. Why don't you use the mass effect engine as a foundation.
Great, highly skilled artist and wonderful result.
In my opinion it's the right decision. Often the small things make the big difference.
When I have understood your plan of the game right you are able to fly from isle to isle. So you will often see the rocks from a bigger distance. Every time you will head to an isle the variation of the size of the rocks will pay off visually.
In spite it's a pity loosing visual quality at the rocks which are - you said it yourself - an element which carries the whole world in your game. There is nothing wrong about having modules and repeating them. My advice is the creation of a small number of bigger modules which can be repeated as you do it with the smaller ones. The effort would be small but the result, the positive impact on the visual quality, enormous.
Beautifully done. As always one of the best stuff - judged artistically - I have ever seen.
Looking at the rocks it's the first time for a small critic. Having such a huge complex structure made of relatively small parts makes the whole appearance a bit boring and generic. There are no visual highlights. Try to give the eye more interesting variation and vary more the size and shape of the rocks. It's better to have a small number of giant parts which define the core of the rock visually and play around with the smaller parts for completion.
By the way where are the dandelions?
Great artwork. Unique idea and theme.
Totally amazing. Atmosphere, emotional touch. Art style at its best.
Good look to you guys for your project.
One of the best works I have seen so far. Truly great. Now take the game and port it to CryEngine 2. (-;
I was looking for one too. Anyway this mod looks like an atmospheric gameplay experience.
What happend to this wonderful game? The official site hasn't been updated since ever. And the official forum posts only consist of spam.
How could you guys let the game die?
Looks great. I like the futuristic design.
I think you have set heroic aims for the future. Maybe it would be better to concentrate yourselves only on the evolution of the cells. That task will be complex enough. Shaping life forms and cultures later seems to be a bit too much in my opinion.
Sounds very unique. You should involve scientists directly by joining their forums. There are always people who are willing to think out of the box and help you with a videogame.
Tracking.
Pretty good.
In spite you can see that Bethesda should develope a new engine for future games. I think they have passed a point in the past where players couldn't see the old engine anymore which always looks like the old one used for Morrowind only with slightly better resolutions of the textures.
The lack of the opportunity to implement crowded areas kills a lot of the atmosphere ingame. It's a pitty.
Try to vary the flora a bit regarding the colouration. Especially the texture of the leaves looks like you have always used the same one. The result is a very generic appearance which was a problem in Oblivion too.
Variation will make the look of the area more lively.
..And now please continue on developing Lightspire.
I don't undertsand why you guys haven't continued to develope Lightspire. Looking at the near past you realize that the fantasy genre has a huge community which is willing to buy and make a hit of every genre specific game out there. Even if there is no immersive story implemented and the game itself only bases on exploration like in Oblivion and Skyrim. So in my opinion there are the best framework conditions to life off a game like Lightspire and celebrate commercial success.
Skillful art, cute location. First I thought of a rendered scene too. (-;
Very good. The rear legs seem a bit week and could be more muscular.
Absolutely stunning results. Especially facing the fact you use the Half Life 2 engine.
Pretty cool. I have loved playing Nehrim and I look forward to see the progress of your upcoming work.
CoIIe
Christof joined
Passion: Concept artist 2D for "Outcast - Legacy of the Yods" (www.openoutcast.org)