Yup, the engine can either: a) slap a cube map over the surface with no bump interaction. 2) slap a cube map over the surface with bump map interacion. d) slap a cube map over the surface with bump map interaction and use a greyscaled mask. The specular stage also allows us to control power/scale of the highlight per…
I think your approach is spot on. Boldy differentiating your materials is an excellent place to start working on a texture. All those warms and cools are your best bet at making a rich texture. However, I would say this is just the start- for here you`ll want to reign in all those extreme values. working with solid colors,…
Thats looking a lot better, BUT, i would try and define the straps and the metal with a different tone, so you know the surfaces. Granted this is just base materials mind you. Might be best to get Josephs input?
-I recently ran into this problem myself using older tech. Using the above mentioned logic- since a gloss maps is essentially a surface roughness map- you might be able to fake it by adding various frequencies of noise to your normal map. Thus the necessity of gloss maps for that "next gen" look (whatever the dick that's…
Damn! well congrats on the overhaul. so how does the level editor work? any comparison to the UDK? Id love to work on environment stuff, I'm not much of a character artist, mainly a hard surface and environments artist. I just can't get over how amazing these shots look, and even more amazing considering the fact that you…
Thought some people might dig seeing this come together, so I'll be posting WIPs for this new concept. Started digging in on the final when I get the time -- only a couple hours of real work so far. This part of the process involves a lot more than it looks like -- there are quite a few tricky perspective issues to sort…
This is a simple FPS, its not even Single Player (but if we ever got to a serious position, we have a LOT of plans for a nice team based coop single player story game). It’s a lot of bloody work, but its also crazy fun. The daft thing is, after years of doing “next gen” style art, I find it REALLY tough to go back to doing…
Nope, we mean id Tech 2. The screenshots with RtCW are us saying "Hey, heres this area from RtCW, but remade in OverDose to show you what it would be like". OverDose is built on the frameworks of The Quake II Evolved engine, which is our previous engine creation back in the Q2 source port days. Everything you see thats in…
Ok, so as a lot of you may know, I currently co-run an indie team called Team Blur Game and we are hard at work on our post apocalyptic first person shooter OverDose. OverDose has a strong team play feel to it, lifting a lot of inspiration from Return To Castle Wolfensteins objective based gameplay, almost to a homage…