Is There any twitter/facebook page about the game i can follow?! Any new on how we can expect a trailer? ^^ I'm a big fan of WW2 And this project blow my mind
Since they haven't updated this, from what I was told by others I worked with on the project, they decided to start choosing when they wanted to pay for artists work, and some artists dropped from the project because of this.
JasonHeckmen said: To be specific, we started turning down rushed work that wasn't worthy of being used in a professional project. We asked someone to update their workflow because what they turned in looked like really bad and they quit on the spot. So yes, if someone turns in junk that isn't able to be used in our project, and upon review they're unable, or unwilling, to improve submitted work to a usable quality, we're not going to accept it. If upon review, their work measures up to the quality we've showcased in this thread thus far, we're happy to pay.
Looks really good, what kind of terrain res are you using to get that amount of detail? It might be nice to have some little bits of dirt dotted around the outside of the crater to simulate bits of dirt that have been thrown outwards from the blast, would add some variation to the shape too.
4.20 adds the ability to affect the terrain heightmap through render targets, so you could in theory have your crater meshes being rendered as their own height and offset the terrain underneath to simplify the process a bit.
Looking good. Nice to see an update!Just wondering how you profile your landscape materials and approach optimizing it. Is looking at instructions count enough, or do you break it down further. If instruction count is the most important thing, how many instructions is this running on currently?
Jack M. said:
You might just edit the Distance Field Indirect Shadow Min Visibility and see if that does the trick. You need to change the setting on an actor that's already in level though.