Zankoukanshokai
New Blood
"I don't know everything. I just know what I know." --Hanekawa Tsubasa
Posts: 17
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Zankoukanshokai
"I don't know everything. I just know what I know." --Hanekawa Tsubasa
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December 2015
brifox07
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Post by Zankoukanshokai on Dec 5, 2015 1:06:25 GMT -6
I really do like 2, but I just can't get over the amount of architectural detail that gets left out. I like the color of 2 better, just not the detail loss. I threw shader 2 as a color layer over shader 1 and this is what we get: Originals: (Tip: Right click on these images and open them in a new tab, then click between the tabs to really compare.) I really like your custom shader too. I like it more than Shader 1, which I chose.
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CastleDan
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May 2015
castledan
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Post by CastleDan on Dec 5, 2015 2:11:34 GMT -6
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Arcueid Brunestud
True Ancestor
Ancient Legion
[TI1] Just your friendly neighborhood True Ancestor!
Posts: 1,667
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Arcueid Brunestud
[TI1] Just your friendly neighborhood True Ancestor!
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arcueid
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Post by Arcueid Brunestud on Dec 5, 2015 2:12:23 GMT -6
I chose Shader 2 since it matches more closely to the concept art.
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Val Enix
[TI0]
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August 2015
valenix
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Post by Val Enix on Dec 5, 2015 2:34:29 GMT -6
I liked the second shader more, it looks darker and more stylish to me (those hatched lines), the only big matter is that Miriam doesn't look as good as she looks in shader 1, expecially the color of her skin, she's too pale. For anything else n*2 is my choice.
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ghaleon
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ghaleon
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Post by ghaleon on Dec 5, 2015 2:41:30 GMT -6
I too think 1 on miriam 2 on scenery...that said how often are you gonna zoom in on a character close up like that for 1... in general it makes me think 2 might be better.
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dexter
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dexter
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Post by dexter on Dec 5, 2015 4:02:49 GMT -6
Both are awesome but I think I like shader 1 more. Still haven't voted yet.
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Kitti_W
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June 2015
benkitti
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Post by Kitti_W on Dec 5, 2015 4:39:25 GMT -6
Am I the only one who think shaders #2 would get much more votes if we see a gameplay video of it instead of screenshot? Edit: NVM. I just re-read the whole thread. Yes we need videos in order to properly vote on this.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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July 2015
puremiriam
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Post by Pure Miriam on Dec 5, 2015 5:05:05 GMT -6
I read somewhere that they will post two more shaders at the end of the month and basically they will get feedback from those four to choose a main graphic shader for the game. Considering this, i prefer Shader 1!
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Scars Unseen
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June 2015
scarsunseen
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Post by Scars Unseen on Dec 5, 2015 6:10:05 GMT -6
What would be really nice is if shaders were open to customization. I mean we'll get overlay mods like SweetFX no matter what, but if the internal shaders were something we could just drop replacement files in for, I'd be pretty happy about it.
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ChucklesTheJester
Ancient Legion
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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ChucklesTheJester
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
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chucklesthejester
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Post by ChucklesTheJester on Dec 5, 2015 8:44:15 GMT -6
Hey guys, long time no see, but how could I possibly pass up the opportunity to comment on such a significant update?
I really prefer the environmental shading in the first one, and the gradual, soft transition between the light and the dark corners in it, while shader 2 feels too flat. I also don't like the fact that in the second one, the walls are just this dull grey and the carpet POPS way too much, when compared to the lovely blue and purple tinge on the walls and the softer tone of the carpet, giving the scene a softer, more eerie and ephemeral, but also melancholic look.
As for the character model, it's a split. I like the cloth and the metal in the first shader, however, the skin looks WAY too plastic and shiny. I like the paler look the second shader gives Miriam, however, her facial features are way too blurry and indistinct. There needs to be something to make the contours of the character stand out more without making them look all like shiny plastic, and I don't want to use the word "cel-shading", but I don't know what other word to use.
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Ciel
Executor of the Church
Ancient Legion
じーっ
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June 2015
krion
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Post by Ciel on Dec 5, 2015 12:38:26 GMT -6
We're all acting like it's pick 1 and the others are eliminated. Here is an interesting theory about the shaders we have right now and the ones coming. What if Iga + crew are analyzing our likes and dislikes about the shaders and the final product will be a hybrid of the things we like about the different shaders. For example, Shader 1's Miriam, Shaders 2 world, and so on. Or is that asking for too much. They're going to show more shaders in the next update, maybe they will be doing that.
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giwagiwa
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November 2015
giwagiwa
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Post by giwagiwa on Dec 5, 2015 13:56:23 GMT -6
Shader #2 makes some parts such as the sky and railing very dark and saturated, which to any artist is a combination you want to avoid.
The general rule (at least in sprite art, which we all love right?) is your highlights are bright and saturated; your shading and shows are dark and desaturated.
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Ryngar Acia
Loyal Familiar
[TI2] ...and Another..
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Ryngar Acia
[TI2] ...and Another..
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Post by Ryngar Acia on Dec 5, 2015 17:02:13 GMT -6
I prefer shader two, personally. Shader one looks (for lack of a better description) a little to.."shiny".
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ReySol
Master of the Solar Eclipse
Ancient Legion
[TI0]
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ReySol
[TI0]
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mark
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Post by ReySol on Dec 5, 2015 22:38:04 GMT -6
I definitely prefer the shader 2. It give the game more of a 2D feel and has atmosphere that I am looking for in an Igavania game. The colors are nicer and I like the use of hatched lines. I hope the game will have more a hand drawn look, which gives it as much of 2D look as possible. Shader 2 wins this without doubt.
I don`t like shader 1 because I in my opinion colors are off. Just look at the red/yellowish tint of the castle, everything looks like plastic. I can imagine why people voted more for it, it tricks you with all the colours that make everything pop out more, but in reality the game in motion would have too much 3D generic feel which I don`t like.
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Rigel
Skull Knight
Loyal Familiar
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June 2015
rigel
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Post by Rigel on Dec 6, 2015 19:59:49 GMT -6
Now that I saw the video comparison Im more conviced by the gloomy atmosphere of shader 1
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Jango
New Blood
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August 2015
jango
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Post by Jango on Dec 7, 2015 16:41:15 GMT -6
I'm really not feeling either, to be honest. Shader 1 feels like a Disney movie and Shader 2 looks sterile and bland.
I really hope the game doesn't end up being so abundantly-lit. Lighting should be used sparingly and smartly to bring focus to the objects that need it, while other parts of the environment are bathed in shadow and even complete darkness. There's almost no complete black areas shown here, leaving no room for mystery or tension. Right now, the furthest thing from my mind when looking at these images is dread or ominousness. Even the subterranean areas are totally lit...
On a side note, the textures might be bothering me the most in these shots. It looks like the game can't figure out if it wants to look photo-realistic or stylized. Many of the environment textures look like photo jpegs. Even on Miriam there's conflicting textures. Her head and anatomy in general look very anime and stylized, but her clothes often use photo-realistic textures just as the environments do.
I do understand that these are VERY early builds and are only meant to demonstrate the effect of the shaders, but I still wanted to point out the things that I did. I'm hoping the game ends up being less afraid of contrast and areas of more extreme light and darkness.
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giwagiwa
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November 2015
giwagiwa
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Post by giwagiwa on Dec 9, 2015 11:40:22 GMT -6
XD Very related to this topic: Credit: Mário Santos, posted on the Facebook fan group page
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XombieMike
Administrator
Fifty Storms
Posts: 4,009
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Post by XombieMike on Dec 9, 2015 19:41:45 GMT -6
Yes, they posted this here themselves in the art section. It's brilliant!
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purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
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purifyweirdshard
Calling from Heaven
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purifyweirdsoul
Staff Mini-Profile Theme: Example 2
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Post by purifyweirdshard on Dec 10, 2015 8:05:36 GMT -6
Best community.
It would appear that shader 1 is the popular choice. I think we should do another poll when 3/4 arrive. I'm really curious how different those will be...
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thrashinuva
Master Alchemist
[TI2] I'm interested in this.
Posts: 627
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thrashinuva
[TI2] I'm interested in this.
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Post by thrashinuva on Dec 10, 2015 12:58:57 GMT -6
Wow my opinion seems to differ widely from the general consensus here.
In general I like shader 2 more. Compared to shader 1, shader 2's edges blend a lot more. There aren't so many hard edges, even among different depths of surfaces. As an example if you look at where her hair overlaps going in two opposite directions, at certain points they almost look connected. The only reason you know they aren't, is because they are obviously going in two different directions. It isn't hard to tell, but it doesn't look arbitrarily separated.
This isn't necessarily better or worse, but I personally like the effect it gives. Shader 2 makes her jaw look better, as well as most of her outfit. In shader 1 her jaw has a pretty jarring edge to it that distract me from her face, which is the kind of effect I want to avoid. Also, her boob is unnecessarily shiny. While erotic... I think the glossy effect is detracting from the colorful designs she is afflicted with, which is a heavy focus of her overall character design.
It's not all entirely one sided. I love the fog effect in Shader 1. The lighting looks very ambient, of which I would expect in this kind of environment. Contrarily the lighting in shader 2 is pretty clear cut and is just less interesting. Some of the object detail does seem to be lost in shader 2. While I love the blended edges effect, I do miss some of the detail. I would like to see some sort of compromise here, if possible. Her leg looks less blocky in shader 1. I'm sure this could be fixed by tweaking the model, but I'm not an expert so who knows.
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