I did it for College fina semester, i have a lot of issues, I did everything except last animation character and buildings, in that one i was focused on the animation.. <a href=http://download.cnet.com/YouTube-To-MP3/3000-2071_4-75810474.html >youtube to mp3</a>
You can also have a look at the glsl code for the PBR shader that ships with Substance Designer which uses exactly the method almighty_gir described (except I directly read the environment from a lattitude/longitude texture instead of a cubemap, but the changes to account for that are simple).
@ Nitewalkr, the demo is originally designed and developed for the PC, except the movement is more limiting with a keyboard because you only get 8 points of rotation. The game is primarily meant for consoles targeting XBLA and PSN, but we want to also release this on Steam for PC users.
Well I actually thank you for posting them because up until now I didn't have any REAL reference photos for anything except the human skull which I only just got last week ;) anyways will watch this thread
I hope we see some new games with interesting styles, not sure if I can stomach any more Assassins Creeds. Saying that Star Wars: Battlefront is my only exception :) Anything like Journey I would love to see....please!
Loved the demo. I'm not seeing a good enough deal to pick it up though. For me, it has to be a pretty exceptional game for me to shell out $60, and I don't feel this game is one of those ;) Usually SOMEONE offers a 'buy this and get $$$ giftcard' deal.
I mostly agree with you except for this. You'd be much better off creating that bump from an actual photo over whatever a computer creates. Take it into Photoshop and Filter > High Pass to get rid of the excess tonal variation and create a normal map from that.
LordEsther, try googling modular modelling. That's just one mesh right? Alot of stuff in a church is usually repeating (except for statues). So try to repeat what you can. ex. Floors Walls windows Chairs Candlelights Rug Panels etc etc
model Day Five An Iron Horde desktop PC to go with the monitor. 300 tris get spent crazy fast. As such, there's nothing inside except hopes and dreams. I'll put something in there when the whole scene is assembled and the polycount limit is kinda relaxed a bit.
Do the animators have access to the engine tools of HoTS? to what degree? the tech artists seems to be split on giving access (and how much access) of engine tools to the artists, looking at a later segment of AnimX with a group of tech artists, Brett Pascal being an exception.