I find generally if there is an ultra capitalist publisher involved the idea of refining and innovating this genre is quashed. They find it too daunting and don't believe in anything they consider has risk to it. I'm sure there was some dispute between Infinity Ward and Activison about this.
This is what the guy who uploaded the walkthrough has to say about it: Seems fair enough. That's how I'll be playing the game. You can literally stretch any game to infinity if you apply some imagination, that's not an argument to its lenght. Sometimes games are just short.
that's not true. if you think about a physical surface, there's not really a limit to how rough it can get. and sure enough, most specular distributions take roughness values up to infinity. the map still does the same thing it has always done (controlling specular distribution).
After watching the clip it makes me think that such an engine would be awesome for a non-linear Giants: Citizen Kabuto type of game. Lots of potential play styles, shit to do, seems fun. Interesting work, hope you find an artist. Reminds me of 'Infinity'.
I like the specs of the ASUS Transformer Pad Infinity better, but wondering opinions by others. IPad has the highest display resolution but far as I know pressure level is still at...what 512? http://youtu.be/yhp9it10YHc
Allright! I have something here) I decide to grab some assets from infinity blade free pack and put it in my scene to have some kind of represent what can be in there and off course I will make my own in future
On top of the sessions, we will also have various presentations going on on our booth during show floor hours. You'll be able to get a sneak peek at workflows from Ubisoft Montreal, Infinity Ward, Naughty Dog and a few others! Also, free beer on Thursday afternoon :)
Here's a ZBrush sculpt I've been working on over the past few days. I'm not much of a character artist, but I'm happy with how it turned out for the most part! It's Yoda, very heavily influenced by the Disney Infinity version. (apologies for the crappy render quality, Keyshot trial..)
Semi-Finished shots of my unreal scene "The Infernal Keep." I created all of the assets for the scene except the floor and wall textures from substance source, and the particle systems from the Infinity Blade pack. More on my artstation here https://www.artstation.com/artwork/LweNP
Hello Everybody, We are looking for talented modelers to make game ready mid poly car interiors for our racing game. We would like applicants to be familiar with Unity and mobile development. Please send your portfolios and resumes to job_listing@infinityvector.com. Regards, The Infinity Vector Team