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  1. #111
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Hulan View Post
    It's clearly in there. The left collarbone displays a little specular highlighting, unless that's her bone sticking out of her skin. That being said, as a personal preference, I have always felt most games use too strong of a hand with specular lighting, especially with human skin. It's a poor-man's subsurface scattering (well okay, some specular highlighting exists naturally as well) and now that we're seeing real-time techniques for subsurface scattering, I hope people will start backing off of using specular highlights for skin.
    Eh, I think what you are seeing on the collarbone is actual an artifact from the shadows. If the skin really had any specular shading, you'd see it on her shoulder.

    Still, I like the overall softness of the skin, they did a great job with that. Just a subtle speck of highlighting would sell it perfectly IMO.

    But even the skin would be fine unchanged as long as they give the hair a bit of highlighting love.

    Quote Originally Posted by bobbygunz View Post
    they do actually look very different. It was just an observation, by the way. Im not trying to make anyone cry again. Everything just looks more three-dimensional in the current version. Maybe that's what yoshi meant when he said they were embarrassed about the interiors of buildings in ARR which is why they never released any images so far, and the lighting wasn't finished, however, lighting can only do so much.

    Anyways, it was just an observation. Deny if you must.

    You are right about the interiors, but if you look back to the differences between the 1.0 Alpha and Beta interior lighting, you will see that the lighting in 1.0's Alpha was FAR worse than ARR's Alpha.



    In addition to tweaking the lighting, I expect some final color-grading effects added to the game that will trigger on entering interior areas. (and thus greatly enhance the look)
    (12)
    Last edited by Zantetsuken; 10-25-2012 at 02:36 AM.

  2. #112
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Character Creator: Awsome!

    And that's all.
    (2)

  3. #113
    Player

    Join Date
    Mar 2011
    Location
    someplace
    Posts
    810
    Quote Originally Posted by Zantetsuken View Post
    Eh, I think what you are seeing on the collarbone is actual an artifact from the shadows. If the skin really had any specular shading, you'd see it on her shoulder.

    Still, I like the overall softness of the skin, they did a great job with that. Just a subtle speck of highlighting would sell it perfectly IMO.

    But even the skin would be fine unchanged as long as they give the hair a bit of highlighting love.

    In addition to tweaking the lighting, I expect some final color-grading effects added to the game that will trigger on entering interior areas. (and thus greatly enhance the look)
    Yes, I suspect they will make improvements. But ... you can only ask lighting to do so much. It can't add poly-count to the intereriors of ARR buildings, nor change the fact that there's no 3-dimensionality to the room and the detail all looks drawn-on.

    This is just an observation.
    (0)


  4. #114
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by bobbygunz View Post
    Yes, I suspect they will make improvements. But ... you can only ask lighting to do so much. It can't add poly-count to the intereriors of ARR buildings, nor change the fact that there's no 3-dimensionality to the room and the detail all looks drawn-on.

    This is just an observation.
    Actually, good lighting should be able to draw out bump maps and details that should give the textures more depth and bring out a 3D look. I think I'll have to see more clear examples myself before I can judge either way. One unlit corner of a room isn't doing it for me.
    (4)

  5. #115
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    *ahem*


    http://ffxiv.gamerescape.com/files/2...227000e4c1.png


    <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3


    *purrs*
    (3)

  6. #116
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Zantetsuken View Post
    Eh, I think what you are seeing on the collarbone is actual an artifact from the shadows. If the skin really had any specular shading, you'd see it on her shoulder.

    Still, I like the overall softness of the skin, they did a great job with that. Just a subtle speck of highlighting would sell it perfectly IMO.

    But even the skin would be fine unchanged as long as they give the hair a bit of highlighting love.
    Agreed, the hair could definitely use a little tweeking, though not much honestly. Of course, my personal aesthetic choices are informed mostly by a youth watching too much anime. I prefer simpler, smooth aesthetics to hyper-realistic textures.

    To bobbygunz, I doubt we can convince you of this - surely I didn't believe it until I started tinkering with modeling myslef - but lighting really does mean everything. Good lighting can completely transform apparently bland textures into fantastic, rough/smooth, surfaces. On the other hand, bad lighting can make textures that took days of painstaking work look like a 3-year-old drew them.

    Quote Originally Posted by Zantetsuken View Post
    In addition to tweaking the lighting, I expect some final color-grading effects added to the game that will trigger on entering interior areas. (and thus greatly enhance the look)
    Yes, I would love this. I have to say, on of the things they removed from 1.x early on was the bloom shift when going from indoors to outdoors. I'm not entirely sure when it disappeared, but that effect was extremely cool.
    (0)

  7. #117
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by NefGP View Post
    *ahem*


    http://ffxiv.gamerescape.com/files/2...227000e4c1.png


    <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3


    *purrs*


    For Very large those aren't very large. >3> Not that i mind, but very small would probably be close to flat-chest, which is awesome
    (1)

  8. #118
    Player

    Join Date
    Jan 2012
    Posts
    523
    Quote Originally Posted by NefGP View Post
    *ahem*


    http://ffxiv.gamerescape.com/files/2...227000e4c1.png


    <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3 <3


    *purrs*
    Yeah, current version looks better my sweet ass.
    (2)

  9. #119
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    They look like a C-cup to me in all honesty (maybe just barely a D?) which is the perfect size anyway ^_^

    Big enough to play with, but not super huge either.
    (8)

  10. #120
    Player
    Nuru's Avatar
    Join Date
    Mar 2011
    Posts
    2,141
    Character
    Atehki Mejastra
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by NefGP View Post
    Big enough to play with
    O///O; I shall go very large then. <3
    (1)

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