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Topics - Maestro Eraclea

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Feedback and Suggestions / Some sort of feedback
« on: February 10, 2016, 10:47:55 pm »
I didn't know how to title this thread.
This i something recently happened to me that made me think.

Till now I bought several copies of GoIO for friends because I was (and still am) amazed by the game in probably every possible (good) way. I was kinda "turned down" when just a bunch of them continued to play it (more or less frequently) while the vast majority left after the first "test run" match.
Of course I asked them why and almost everyone said: it's nice but it's quite confusing, and stuff like that. I myself usually respect opinions different than mine so I just said them I was sorry they didn't like the game.

This until a few weeks ago when 3 of them, in a short period of time, upgraded their gaming rig and decided to give the game another try and everyone said: it's freakin' amazing, look at this, look at that, bla, bla...

So in the end it turns out they didn't want to "admit" their rig was worse than mine and the game run very badly on their old rig (unplayable fps, etc). The fact is that their rig weren't "that" bad at the time: back in early 2015 one had a 3 year medium-level machine and another had a 5 year high-end machine (don't know about the last one, but I guess it was around there too).

So, up to the point, I think many players don't get to play the game because of performance issues. Is there any way to tune further down the graphics (thinking about LOD for example) to reach a broader audience (without affecting people with good machines ofc)?

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Steam Workshop / 3d modeling for the workshop
« on: February 03, 2015, 04:26:44 am »
Hi,

I submitted my first work on the workshop a few days ago and I'm currently working on another one (both inspired from Last Exile anime):


I encountered a nasty problem with my models and I couldn't get it fixed, there were hard-cut shadows all over. Since I'm a total noob in 3d modeling (the Guild's "Maestro" headdress was my first ever 3d model) I'll tell you what I did (on both items):
 - modelled the highpoly mesh
 - coated (best I could) with the lowpoly mesh
 - assigned materials (blender renderer)
 - baked normals
 - removed colors, put specular maps as color and baked textures
 - baked actual textures
 - baked ambient occlusion
 - removed colors (kept normal and specular info) and baked full render (for point light)
 - obtained cavity map from normal map
 - merged everything in color or normal/specular maps

programs used: blender 2.73a, GIMP 2.8.14
please tell me if I skipped something I really need to understand why shadows on my model are sharp even with normal info up; you can see an example of this on the preview image of my new work (the gold plate).

Also, I've got far more "I don't want to see this item on GoIO" votes for my Guild's "Maestro" headdress than I expected (12 out of 107) and so I would really ask you what is not good enough on that work that makes people downvote it (sadly user's complete feedback is not really encouraged on steam workshop).

Thank you for your time.

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