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LoLJester

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Its actually one of the least time consuming tasks on adjusting the looks of a scene like adjust lighting, postFX, clouds, ground textures, ground cover layers, all those things do not require manually placing objects into the level, I always start with those. A good level designer will pick a reference scene of the style he is going for and then he will adjust the looks until it matches, like adjust the lighting, clouds, sun, ground, grass etc. What you are doing is programmer art, it is functionally the same, but not aesthetically. Btw your cover art is really good, you could use that as reference how to make your scene look. You can make some badass looking scenes in Torque3D using just the level settings and postFX especially HDR. And here a funny meme image what programmer art looks like:

anyorgo_700b.jpg

 

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I don't know if it looks that bad. I've asked other people who have played the mission, and they don't think it's bad. Maybe the level is not well portrayed in the video; but, when you play the mission, I believe it looks better. For the final product, I will tinker with the scale of the textures and try some of T3D PostFX and see if it improves the look in any way. I'm mostly looking for a good performance and as bug free of a game as possible.

I'd like to hear some other people's opinion on here. Maybe it's that bad and I just don't have the eye. 🤷‍♂️

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You cannot trust random people with their opinion, if the art is slightly off most people will not notice it consciously, but subconsciously and it feels weird then, but they cannot explain why. I did show my works to my friends and they often said looks good and then I had to tell them how it does not look good. Performance or not, crowded level or not, the rules still apply. I'm giving my advice because I think most people aim far too low with the quality of their visuals and they never improve because everyone does it that way, but you need competition to improve.

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I got a certain impression concerning the textures while watching the first video . be it some kinda high or exaggerated  angles in the normals , heavy ssao , or whatever was making the heavy light dark contrast , there are no displacement textures , right ?  but , I was seeing it on the roofs of the buildings in !THE MARINE! video . Then the same contrasty feel with the terrain in the vehicle video led me to notice a certain arcade instinct and Im glad you guys decided to debate . TY , have a nice day

btw , I thought the terrain textures were appealing .

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Since you seem to mostly be looking for minimal time investment tweak suggestions, I'd say the main things that stick out as an art style discontinuity from the latest vid would be the vehicle projectiles and seat swap interface. Both seem much lower detailed (and by that I mean less variance per pixel when displayed) than the rest of the scene. One thing that might fit better with the projectiles end is either a ribbon particle emitter, or bolting on a ribbon object. Either will follow along and leave a multi-color trail. Minimal impact alts for the seat swap interface that might fit with your existing art would be either a wireframe-esque display or at minimum generating an outline around the gui element profiles of a slightly darker saturation level to give it some depth.

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I'm now researching some tips and tricks on art to see what could be done to give the game more appeal. I still have to deal with T3D 1.2's limitations, so, minimal improvements, as Azaezel suggested, is what I'm looking to do; possibly more. With the memory and graphics limitations that I'm facing, I have to do this gradually, so that I don't break anything that's already working. Thanks guys for your feedback.

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Actually people care far less abou a products quality as you see it as a developer, what they mostly care about is popularity, so efforts are best spend in marketing. I rushed to make my game in like 2 months and released it to still get on Steam while there was still visibility for indies because I knew with them allowing every game on it the visibility for everyone will drastically decrease and I was right, my early low effort versions of the game had far more players than my later better versions, but actually having players helped developing the most, because they find problems you may never have found etc.

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