Breed (demo): Just plain out junk. Everything is crude at best, if you forget to save you have to restart the level from the beginning with a multiple miinute unskippable cutscene, enemies are complete idiots that often don't shoot you when you're right in front of them (never mind the snipers that are suppooised to attack…
Very little was photo-slapped. In the late 90's and early aughts a photosourced texture often looked way worse than a handcrafted one. Realize that the resolutions available were really tiny by today's standards. The "high res" pack for unreal tournament characters were 256^2 and often sampled to a 256 color per image…
Alright, time for an update. So, I've been implementing lots of suggestions and they've all really helped shape up my scene/ level. Particularly the camber on the roads. It really made even the boring roads into something visually appealing, especially with the water running down them in realtime. I've tried to manually…
I gave it a try as well, even though I don't do any stuff rendered inside Blender recently. I really enjoy the workflow, creating panel lines and the convenience of the integrated asset manager. No idea how the parallax node group works, looked at it and got dizzy :D The effect is really good though. Excited to see what…
Short answer: Because its not simple to do, which makes it difficult to do fast. Long answer: In order to keep rendering times low as little of a scene as possible must be drawn each frame. So objects and polygons need to be culled, one part of this is depth from camera. Objects which are behind other objects are flagged…
Thank you all for your responses. I've been considering going the "blog" route for a while now. kdm3d - Agreed. I'll have a link somewhere to view it on the new site. Progg - Yup. Faster, more efficient, the flash must be killed. (I hear Steve Jobs laughing in the distance.) tbaugher - Thanks. Yeah, I think everyone agrees…
In addition to what EQ said this one could help too: http://www.androidblues.com/handtut.html Don't worry about veins yet BTW. Once you nail down the larger structures, it will be realtively easier to make believable veins by using reference.
Thank you for the answer! I now have a little issue with the LUT_2 file you have posted... LUT_1 works still realtively OK. *edit: Silly me, I've just forgot to specify it is ColorLookupTable in the texture group in the texture details-
Ok so there are a couple of things: - Ray tracing in realtime uses heavy denoising on some passes, because otherwise it would require hundreds of samples which would cause 1 fps or less instantly. Global illumination is the most critical one here. Cast shadows only needs a lot of samples when the penumbra is large, and…
If you're searching for a
full-time, permanent work-at-home career, we’ve got an opportunity for you to
join our fast-growing team! WebstaurantStore is looking for
self-motivated and detail-oriented candidates to join our rapidly growing
company as hard surface modelers. Successful candidates will demonstrate strong skills…