you could do heaps more with that floor, those shapes look really boring plus there is nothing that catches my eye in this scene, the image is literally leading my eyes anywhere you need to add a focal point. If you want to make stuff look better here read this and analysis this and really think about what you are doing…
it had a load of weird bits that didn't happen in it though. Barret fighting Alan in Heng Sha, Yelena shooting up crowds of civilians. It seems like it was done before they nailed the plot. You get a 720p version of it with the augmented edition. Not that i disagree about it being awesome, it gives me chills watching it…
I just watched the 720p trailer. Looks like there are shadows in some places and none in others; the guy in metal armor at the beginning is casting a faint shadow and the monsters that the people are fighting in front of the windmill are also casting shadows. Could be different builds of the game or something.
Show off :) Not sure if this has been suggested yet, but for Toolbag 2, a more intuitive way to set output resolution would be great. Unless I'm missing something, the only way to set image res is by the window size. Settings for 1080P, 720P, or custom would be awesome.
I didn't say the missile/light stream was 720 degrees. But that's the exact same per pixel result I used to get. I was using the technique to try and create a texture for a vortex in a mockup of an old game I was making. So That's the first thing I thought of.
first thing you should have done was built proxy pieces in UDK that way you can get a feel for everything before moving onto highpoly. Some UDK Unit Info: A typical character is about 96 max units tall. So in feet 96 / 6 feet = 16 units. So in other words, 16 units = 1 Foot. Height when standing: 96 units Height when…
There's no reason to use 480p anymore. Go for at least 720 but preferably 1080p. A minute per character is also far too long. This video for instance shows 3 characters and an environment in a little over a minute - and I reckon it's still a tad slow: [ame] http://www.youtube.com/watch?v=LBZyoR8PElw[/ame] So I think you…
A simple technical test is to build your own DDS texture, fill each mipmap layer with an unique color and test it out. This way you can exactly see what mipmap-level is used when rendering your model at the different distances. I would bet, that the next-gen texture size will not differ a lot from the last generation…