there is enough treachery, hatred violence absurdity in the average
human being to supply any given army on any given day
and the best at murder are those who preach against it
and the best at hate are those who preach love
and the best at war finally are those who preach peace
those who preach god, need god
those who preach peace do not have peace
those who preach peace do not have love
beware the preachers
beware the knowers
beware those who are always reading books
beware those who either detest poverty
or are proud of it
beware those quick to praise
for they need praise in return
beware those who are quick to censor
they are afraid of what they do not know
beware those who seek constant crowds for
they are nothing alone
beware the average man the average woman
beware their love, their love is average
seeks average
but there is genius in their hatred
there is enough genius in their hatred to kill you
to kill anybody
not wanting solitude
not understanding solitude
they will attempt to destroy anything
that differs from their own
not being able to create art
they will not understand art
they will consider their failure as creators
only as a failure of the world
not being able to love fully
they will believe your love incomplete
and then they will hate you
and their hatred will be perfect
like a shining diamond
like a knife
like a mountain
like a tiger
like hemlock
Last year, we had the privilege of collaborating with a high-profile
client on a survival project. While the client's studio unfortunately
shut down, we received permission from the executive producer to
showcase the work we contributed, particularly the visual
proof-of-concept for the project.
Given just one month, our team successfully delivered a
high-quality, natural environment optimized for performance. The map was
designed to run seamlessly at 60 FPS, meeting both visual and technical
requirements.
We’re thrilled to share this work as a testament to the team’s
dedication and talent. Their hard work and creativity truly shine in
this project.
As a Lead for this project I was tasked with taking this from pre
production phase to final gameplay oriented phase with the help of the
talented team and this involves things like decision making , set
dressing and composition , QA ,some shader work and interaction with
the client to make sure they are getting what they want .Lighting was
done from client side .
These Visuals do not represent the final quality since this was
early phase of the project and was ment to be improved upon but
unfortunately project got cancelled .
These look like something that could be done easily in Marvelous Designer. Early versions (up to around version 5 or so) were strictly focused on simulating patterns drafted in 2D onto 3D forms, but more features got later introduced allowing to easily cut in more seams directly on the simulated cloth, as well as generating patterns from imported .OBJ models (IIRC). And with the way MD works there's really no need to mess with cloth settings as there are good presets available for this tarp look. And then it's just a matter of playing with pressure and shrinkage.
For instance, D could be done by simply simulating two stitched panels matching the door with one of them scaled up, this would instantly create the gathers. C looks very cool - perhaps the gathering was done selectively, alternating from one side to the other.
There are also a few Blender addons facilitating the creation of cloth panels based on existing geometry.
As much as I agree that this isn't the most productive thread, I also think there is definitely something to be said about how the most recent realistic character/facial tech is seemingly messing things up in a weird, hard to describe way.
Of course the average gamer and game journalist doesn't have the background to pinpoint it, but these facial animation systems just seem to have a tendency to make things slide towards a weird uncanny look. And it just so happens to be especially noticeable on female characters attempting to be realistic but without closely matching a real life actress.
I am replaying Revengence at the moment and I am amazed by some of the visuals. The rendering engine is of course way outdated, but it is fast and butery smooth. And the facial animation on some characters is really damn cool, even showing some nice anticipation on the phonemes which to me illustrates an art team in absolute control of their craft, even with lower ressources from 2013. And something as simple as covering one of the eyes of the characters or keeping them in shadows seems to make the viewer "fill in the blanks".
Of course calling a game woke for featuring yet another sassy girlboss lead isn't the most elegant way to express it, but game studios and the american media and cultural landscape in general are 100% responsible for that anyways after years of advocating for sexist "representation" and expressing overtly racist positions - not gamers. I feel like under the surface gamers might be simply expressing that they just want more cool "game-games" as opposed to yet another attempt at retro 80s nostalgia.
Also I find it hilarious that the team at ND didn't even take the time to look at a real person buzzing their head. This female bounty hunter protagonist is holding the trimmer the wrong way around