Such awesome work, best environments and models I've seen in a good while.
What's a typical polycount for props/assets in scenes like this for PS4/XB1? Can we also get some sweet UV shots?
Holey schit. Some insane hard surface and environment/composition work in those shots. You know its good when you spend multiple minutes sitting, just staring at each shot with your mouth hanging open in just awe. Really nice work guys.
Absolutely stunning! Every pixel is a marvel, and the attention to even the smallest detail is phenomenal!
I love the hints at lore and the graphical 'chatter' that make the world come to life!
QUESTION: Who makes the design decision to have Earth appear so large in the lunar sky, or Phobos so close to Mars? Also, did you work on that angular 'seahorse' cloud on Earth? Odd, that - for a cloud.
Thanks!
~ Bud
lvl 26, Hunter
ps, just bought Gjallarhorn; "beauty in destruction"
Awesome work thanks for posting guys. The art is stunning across the board I have taken tons of screenshots of just things like props and rocks on the PS4 lol.
The sky box's really blew me away though I remember the first time I looked up on the moon and saw the broken up space station I was like wow. Same on mars with all the ships and stuff.
I just want to say "Beautiful ! "
Amazing work very inspirational.I really really like the
the environments .I can't stop playing the game.
Thanks for sharing!
Guys can you share some knowledge how did you did that ? Especially about lightning.
We use a traditional pipeline, nothing fancy, just the typical realtime stuff from last gen basically. The sun and time-of-day cycle was typically handled by skybox team, while the local gameplay-space lighting was done by the lighting team. We focused on always having gradients of color where we could to get a appealing look that fit with the fantasy elements of the universe. I'll post shots in a few days, some of the other lighters probably will as well.
Wow !
Thanks a lot for sharing, everything is gorgeous.
I really dig the way landscapes, atmospheres and skybox are made, they are all stunning, congrats !
Can we speak with vegetation artists ? I know you have a lot of request, but let us learn!
Can we see actual geometry of some small trees/bushes/grass ? Did you edit normals or something? You have very smooth transition beetween terrain and vegetation. I suppose its via lightning, mostly.
Replies
What's a typical polycount for props/assets in scenes like this for PS4/XB1? Can we also get some sweet UV shots?
Thanks for sharing guys!
Thank you for sharing.
I love the hints at lore and the graphical 'chatter' that make the world come to life!
QUESTION: Who makes the design decision to have Earth appear so large in the lunar sky, or Phobos so close to Mars? Also, did you work on that angular 'seahorse' cloud on Earth? Odd, that - for a cloud.
Thanks!
~ Bud
lvl 26, Hunter
ps, just bought Gjallarhorn; "beauty in destruction"
The sky box's really blew me away though I remember the first time I looked up on the moon and saw the broken up space station I was like wow. Same on mars with all the ships and stuff.
Amazing work very inspirational.I really really like the
the environments .I can't stop playing the game.
Thanks for sharing!
We use a traditional pipeline, nothing fancy, just the typical realtime stuff from last gen basically. The sun and time-of-day cycle was typically handled by skybox team, while the local gameplay-space lighting was done by the lighting team. We focused on always having gradients of color where we could to get a appealing look that fit with the fantasy elements of the universe. I'll post shots in a few days, some of the other lighters probably will as well.
How many people worked on Destiny?
Playing it for hours... grafics are really nice...specially weapons and vehicles!
We want to see some more! More environment, textures!
Cheers!
Thanks a lot for sharing, everything is gorgeous.
I really dig the way landscapes, atmospheres and skybox are made, they are all stunning, congrats !
(Yay! First post in several years. )
...
Now im depressed *sobs* I suck
Can we see actual geometry of some small trees/bushes/grass ? Did you edit normals or something? You have very smooth transition beetween terrain and vegetation. I suppose its via lightning, mostly.
:thumbup:
Absolutely amazing work guys!
Grats guys! Fantastic work!!
Great work!
@mvhaitsma: The details and super sharp edges in the guns are incredible, did you have any issues baking down? What resolution are they in final?