GAAH! Thanks for the heartattack mate! For a second there i thought they released a playable demo!! Gah, i'll go cry myself to sleep now! (btw, for those who want the whole presentation, slides and better quality video, visit GDCTV.)
Damn you all and your fancy games jobs! I want to wear headphones and dress casual and take my shoes off at my office job. /cry But!!! My desk is like twice as big as all yours! haha!
Ah yeah, I used this tecnique for the weed in my Far Cry 3 scene for VG Remix. If you do it black to white, you basically have a z-map. Add some highpass to that and you get a great AO approximation.
@ Brandoom, currently, it's easier to create a scene in UDK/Cry than Marmo. Here's a thread that's discussing the possible new features in the next version of Marmo, in which EQ answers that question a bit more. http://www.polycount.com/forum/showthread.php?t=115236
Awww, so sad haha. Well, thanks man. And thanks for the compliment! I'm working with a client right who's using the cry engine. So far, I realllly like it. Just need to learn more about it to get the most out of it ")
for example the far cry 3 have the complete m1911 model with animations and sounds, so i want try to put my model in it (i don't know yet standard it or physically based, i have not yet worked with game engines)
Performance in the game is really poor on PC. It's clearly a past-gen game with a lot of low-res assets everywhere. It looks worse than Far Cry 3 or 4 and runs significantly worse too. A shame, really, because it's pretty fun.
I think the main wood material is really pale and boring. Also bronze material needs tweaking, it is too yellow and unrealistic. edit: I've found an example for you http://gregrassam.artstation.com/portfolio/far-cry-4-elephant-gun-2
Good luck Jesse, just remember the cold ass winters they have up there in Chicago:) Lost my norther blood a long time ago, and would probably break down and cry at 32 degrees, let along -40:P Spark
"Cry Engine is three years ahead of Unreal Engine 4" - Crytek Well that remains to be seen, their light propagation volumes in Crysis 2 didn't seem that awesome, the change in volume subdivision in the distance was really apparent in tight areas like sewers.