That's a good question. The light is coming from the light sources that are in the room. If you notice, there are various candles set all around the room, so whatever candle is nearest to an object casts that object's shadow. Keep in mind these shadows aren't exactly like the ones in the game, because those shadows are created with vectors, so I can shade in npcs, as well as the character. Also, the shadows will change in intensity when it is a different time of day, such as morning, noon, evening, and night, which will modify the colours of all the objects that are outside.
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"Communism may be messy, but it sure is tasty."
Some nice work again here. The various objects around the room are done well, I'm really liking the candlesticks and the texture on that rug
My only dig is with the tileset for the stone-type ground. The larger type stones are even throughout the floor, giving it away that it's a pattern, perhaps because of their size. Maybe if those one's are a tad smaller, plus mixed in with different tiles (say 2 or 3 different floor tiles spread across the ground) it would look a bit better.
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"Communism may be messy, but it sure is tasty."
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dA Prints: [link]
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>VISIT v.V TIGAER-DESIGN.COM
>VISIT MY TIGAERESQUEPRINTS
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My only dig is with the tileset for the stone-type ground. The larger type stones are even throughout the floor, giving it away that it's a pattern, perhaps because of their size. Maybe if those one's are a tad smaller, plus mixed in with different tiles (say 2 or 3 different floor tiles spread across the ground) it would look a bit better.
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[ Former Creative Staff ]
[ Home for Melbournites ]
[ Aaaand breathe. ]
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"Communism may be messy, but it sure is tasty."
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dA Prints: [link]
I'm working on one too, though i'm making mine with DirectX 8 and C++.
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The Original Crooked Man
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