With all the pre-rendered BS being tossed around by so many top companies, it's even more impressive to see Epic go toe-to-toe with them using real-time graphics. Unreal Engine > * Epic > *
ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…
ror, would you mind telling me what normal mapping is? also if you could post a breif rundown of your pipeline as far as how they're integrated into the engine, that'd be wonderful. (in case you're not sure, i'm kidding) really tho, this stuff is totaly amazing. i'd kill for the oportunity to work on work at this caliber.
[ QUOTE ] anyone seen the killzone 2 trailer? go see it! [/ QUOTE ] [ QUOTE ] What for? Seeing what those devs THINK their engine will be capable of? [/ QUOTE ] Agreed. Ill toss my 360 out the third floor window if PS3 launch titles actually look like that. UT2k7 has my hopes up but it so far off its not worth the thought.…
I have little doubts that destroying preset parts of the models is possible. Dynamic destruction, now that's a LOT harder since you'd somehow have to tell the engine what the newly created polies should look like texture-wise. Geomod has the advantage of being applied to fairly homogenous materials. Anyway, I'll buy it. On…
I'm impressed. I wouldn't call it "trickery" when a company displays the result of high poly, normal maps, and spec maps made correctly. The work put into this game is fantastic. The mod community should learn from these examples , no more greyscaled texture speculars. This should feel right at home with high poly artists…
I'm unsure what you mean by trickery. Most of the wow factor in these vids is just lighting; specifically, the movement of light from explosions or just regular lights is what reveals the depth of angles within the normal map on the models. Theres no smoke and mirrors beyond the fact that Normal maps are millions of polys…