Hello... Maybe if everyone's inspiration is everyone else... everyone rubs off a little bit on everyone else, until almost everyone does the same type of thing? +1 Art direction is key to shaping how a game looks, and yet the final result is a sum total of the parts (story to concept to lighting). There's a lot of grim and…
So a group of us are starting a mod (its for uni), and we have our concept and all that jazz but we're deciding on which engine to use. And UT3 seems to be a fairly obvious choice (its on par with source). The problem is, just about every UT3 mod I've ever seen tends to still look like UT3 mod. I don't know what causes…
I know what you mean about the generic UT3 look across mods. I think to be honest, unless the art style/direction is deeply considered and well concepted, you will end up with mods looking more like add-on content for UT3 rather than a whole new game. I'd suggest really thinking hard about where you want to go, forget…
Thanks Creation, i'll have a look Pior, this is the executive summary. We're currently looking at the source engine due to greater manipulation of physics. But considering UT3 due to its greater rendering capabilities, graphics and the ease of which assets can be imported into the engine. 3rd Year Project Executive…
so you don't want to make your mod look like unreal, well its not that hard, pior thanks for the linking :) first thing is, develop your own style and then drop everything that defines unreal artwise. The most crucial parts on airborn to me are the design of the world and the shading inside this world, we use only a very…
Ahh thanks Neox, i really like the idea of baking your lighting in Maya. Is that specifically for the environment? So you'd recreate the scene in Maya, light it, bake it, and make an exact same scene in UT3? Well i'm pretty sure our programmers are keen on doing some shaders (naturally) so we should be able to come up with…