Hm, I don't think I like how you've interpreted the glow very much, but I'm not sure how to explain how I've interpreted it. Unfortunately I doubt I've very good at this HD malarky, so I may have to mock up some lower-quality version to illustrate it. But I'm not doing it right now! =P
It looks too distracting like that at the moment. If you squint your eyes on the original you can really see the difference compared to the WIP which is just to in ya face. It's a nice concept with the emerald but with this for Emerald Hill Zone, what have you got in mind for Hill Top Zone?
Wait, is that circle surrounding the emerald really needed? Wouldn't it look better if the wall just went gradually into the hole? It looks like the original light didn't go much further than the dark hole that green thingy is into.
Bah, we can make it go however far we want as long as it looks good and doesn't go off the tile. Besides, this is just a mock up example of something that could be done.
Well, actually, don't know yet, it was just a random concept about the glow...hmmm I cant wait for Casino night zone...im gonna make that zone give you epileptic seizures. mwahahahahahaha
LOL. Yeah I can't wait for that. I take it's gonna flash so brightly that I'm gonna have to wear sunglasses.
Elratauru stole my question Anyway, if it were to me, Hill Top Zone would change com-ple-tely, but I think I made this clear in the General Project thread. Also, Gambit, you said you made a tutorial for the fading towards the edges of the light... where is it?
That's great work test-object! Maybe it is possible to extend the animation using some kind of morphing technology in the future (making the animation smoother rather than longer)?
Seriously, why all the colors look like they were converted to cmyk when comparing to the original? Fix that!
Also I don't see the lighter part as a glow but as the light itself, also tere is something that proves it's not a glow, the dark part around them green thing, It shouldn't be there! But if we put that as a peculiar hole...
Yes, we've discussed this. I think the light was originally intended to be coming out from below a raised section and the green thing was like a little window just above said light. Then as the light floods out it would naturally highlight the top portion of the raised section. Here's the 3-D render I made awhile back to demonstrate that, I know it sucks, but it gets the idea across. However, if something looks good, I'm willing to allow some freedom, especially since this object in particular is very hard to visualize in any one particular way. Oh, and, ME. If there was a big pit around the light like that, wouldn't the squares around the light be darker in the first frames than the darkest squares around it?
Not in fact because even if the light is turned of the light from the outside enters the hole a bit too. AND YOU CAN SEE THE SQUARES GET DISTORTED NEAR THE HOLE!
But these lights are underground where there probably wouldn't be enough light to enter those holes and illuminate them much if at all. Actually, we should make Hill Top Zone's underground sections darker like caves, since they basically are. Then we can have the majority of the light coming from the lava and the lights on the walls, and when you're close to the outside light can come filtering in from the entrance or exit, whatever you're close to.
No problem. If there's anything else you need help with I might have some answers for that stuff as well.