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Solviulnir the Soulbinder

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Everything posted by Solviulnir the Soulbinder

  1. Very nice update. One thing that caught my attention - you have only mentioned weapon specialisations... Is there an option (like in the AD&D/IE games) to choose a weapon *and shield* specialisation? Or do the fighters automatically gain the ability to use one-handed weapon(s) together with shield without specialisation? Are there any special uses for the shields in PoE? Can you perform attacks with them? Also - Nonek was right about the fighter(?) lady portrait. It's a great artwork but the face seems a bit skewed. That's because the lips are too wide, try to cover the corner of her lip with your mouse cursor and the face proportions will look more natural. Thanks for the update!
  2. Speaking of UI, have you guys decided yet which way will you go with the layout? IWD- or BG-like? Or will it be customizable so we could choose either. edit - typo
  3. Very informative update Are you using any kind of mocap? Or are these keyframe only animations? Boox is right, the Revenant animation looks weird because the pelvis/center of mass doesn't move relative to the ground, to make it more natural the pelvis should move up and down, rotate and swing side-to-side as the weight is shifted from one leg to the other.
  4. It would be nice to see some remakes of classic gladiator helmets in the game. They look rather intimidating.
  5. It's more or less ok on the first two screens imho. The reflections are weird on the last screen though. Looks like an inside of a nuclear reactor illuminated with Cherenkov radiation. I think that making it way darker would add a bit more realism. Also, 3d water surface tends to look slightly more natural and life-like when two layers of displacement noise are mixed, one with a fine grain and the other of slightly higher amplitude.
  6. Yeah, I hope that there's a bit more to it than what we saw. I remember that Josh Sawyer said they had some problems arranging the buildings within the walled area, but I agree with you that the current layout doesn't look too good.
  7. Thanks mate, much appreciated! Funny thing though, now that I rearanged the area within the walls I kind of understand the logic behind Obsidian design. When there's just one huge fortified building that takes up so much space, there's really little you can do to to represent all the promised "components" of the stronghold. I.e. I see how they needed to cater for the needs of many e.g. botanical garden/maze/forum etc. There needs to be place for all that stuff and all of it is equally important as some people will have fun growing poisonous plants, others hone their stealth skill in the maze (?) etc. etc. The way I visualised it, imho only the warrior type character would be happy with it. So yeah, while I still prefer Friendly Arm-ish look to it, I have to admit that Obsidian did a very good job arranging all the "stronghold" elements in such a fashion so that all are given their respective space.
  8. Hmmm, *emotionally* flat? Call me naive but I think Satananas did quite a brave thing here: he had an idea, he created something to express it, he showed it to us and took all the harsh critique very calmly. If only every *artist* did that. I kinda admire him for that, good sir. It's not about his 3d models being good or bad - usually it is by making mistakes we learn how not to make them. Satananas made his first step in 3d modelling and I hope he'll make another (bearing in mind our advice and opinions), maybe someday he'll become another Hector Espinoza? It's easy to say "that's not art" and discourage everyone from doing basically anything. It's a bit harder to provide some constructive comments. You consider his images flat and thus devoid of emotion, I'm cool with that. What I don't agree with is "this isn't art, it's too flat". Deciding what is art and what isn't is a slippery slope I think it would be slightly less dickish and more productive to say "hey, your images look flat, what I think would help add some depth to them is..." But hey, who'd listen to a troll.
  9. I don't really think Obsidian will change the stronghold apeareance too much and deviate siginficantly from what we saw in the released screenshots. Maybe it's too late, maybe it's too much work for the graphics dept. at this point in the development cycle. But it's important to try and provide some constructive critique and feedback - maybe the devs will say "hey, that's not a bad idea, let's note that down and implement this stuff in the add-on or future update". Thing is, Hector, Kaz and Polina are jaw-droppingly awesome at what they do. And as pros, I'm sure they welcome all kinds of creative and reasonable input from the community. And that's what we do - just throw ideas around, brainstorm, come up with suggestions with the hope that maybe some of them will prove of some use for the devs and make PE even better. Cheers.
  10. While I respect your opinion, I can't help but imagine PE with WoW/DoTA/LoL/D3 graphics. And this hurts me sooo bad. Not because the visual style used in these games is bad, quite to the contrary, but it just doesn't mix well with what PE is is trying to achieve as a spiritual successor to the old IE games. It would be like Necronomicon printed in Comic Sans... On a vanilla scented, pink paper... With a robed Fabio on the cover. I'm glad Obsidian is pushing for a conservative visual design with this game.
  11. That fortress (Krak des Chevaliers) picture is all kinds of awesome. Imho PE stronghold should somewhat resemble The Friendly Arm Inn. It's a nice hybrid, blends nicely majority of the ideas laid out by Posbi. In the current version the walls and gate look okay, but the buildings seem too small somehow... I'd either drop the walls altogether and call it a mansion or keep the walls and replace the central building with something more imposig and call it a fortress or a keep.
  12. It's not terrible, but there's certainly too much contrast and colour variation. I think that the sun should be moved as well, it's hard to achieve good illusion of depth with shadows like these. Or try rotating the map 45 degrees to the right. Keep trying, Blender is not the easiest 3d app. Back in the day there was a nice and simple tool called Terragen - I think it had the option to export terrain mesh as a *.obj file, you could open these in Blender and add some textures etc. Good luck /edit/ Here's a link for you.
  13. DoF in FoxEngine is pretty impressive. Although subtle it adds significant amount of realism to the visuals - it's based on a real world lens parameters like f-stop and focal lenght. And it's used sparingly. I agree about the bloom, though. It's both overused and overrated. It can be used effectively to add a dreamlike mood to the game/scene but nowadays it's there just to conceal texture or mesh resolution deficiencies. DoF effect was used in Commandos on a couple of occasions for background separation (and this game's graphics are simply beautiful).
  14. Being a ranger or having one in my party, It would be fun to simply pick a random wild animal (e.g. squirrel) in a given area and scout that area ahead without exposing my party to ambushes or particularily strong creatures.
  15. Will there be mist in the forested/swampy areas? Like in the early morning and/or late evening hours. How densely do you plan to populate the big city areas with 'average non-quest-qiving-denizen' models? You're awesome.
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