The room looks far too bright for being solely lit by ambient light from the windows. The light you used in the middle of the room is very obvious but has no source and looks strange. Other than that, the room looks very good.
As dafatcat said, the light in the middle comes from the lamp just bellow (it's not very visible on that screen), and for the light coming from the windows, I think it's good like that, it's dark and bright at the same time, if it was darker, the player couldn't see anything but the sunlight and it would be a bit crappy... Anyway, thanks for the feedback it's always useful to have other's opinion.
Love that kind of warm lighting with a mellow but still very visible yellow/orange tint surrounded by darkness; gives off this really nice and friendly feeling. Keep it up.
hey, how'd u get the lighting to look like tat on the flower pot and the bookshelf? IS that done using projection mapping?
I can get my walls to look like that (with a very high res lightmap) but I can never get my prop models to get that kind of lighting.
env_projectedtexture is used with black texture. But, source code for lightmapscale is new. Also, you can get better effect with the source code from Wilson Chronicles than the original source code from Valve.
This is definitely dynamic shadows (In fact, it's like the flashlight you have ingame), no lightmap is used for this, everything is calculated by the game itself which mean a very short compilation time.
Really lovely room. But something is still missing. Perhaps 1 or several lights on the ceiling or some dirt , dust etc. on the floor.
The room looks far too bright for being solely lit by ambient light from the windows. The light you used in the middle of the room is very obvious but has no source and looks strange. Other than that, the room looks very good.
As dafatcat said, the light in the middle comes from the lamp just bellow (it's not very visible on that screen), and for the light coming from the windows, I think it's good like that, it's dark and bright at the same time, if it was darker, the player couldn't see anything but the sunlight and it would be a bit crappy... Anyway, thanks for the feedback it's always useful to have other's opinion.
Love that kind of warm lighting with a mellow but still very visible yellow/orange tint surrounded by darkness; gives off this really nice and friendly feeling. Keep it up.
hey, how'd u get the lighting to look like tat on the flower pot and the bookshelf? IS that done using projection mapping?
I can get my walls to look like that (with a very high res lightmap) but I can never get my prop models to get that kind of lighting.
env_projectedtexture is used with black texture. But, source code for lightmapscale is new. Also, you can get better effect with the source code from Wilson Chronicles than the original source code from Valve.
This is definitely dynamic shadows (In fact, it's like the flashlight you have ingame), no lightmap is used for this, everything is calculated by the game itself which mean a very short compilation time.
cool! that's a neat trick, thanks for the tip.
Very nice.
Nice picture