I'll be happy once we don't have to worry about uv seams and how normal maps (or future maps) are handled, hopefully we can get a universal system with tessellation/displacement.
I find this pretty depressing. Thing is, it's not small, overlookable issues a lot of the time either. Game-breaking things like save systems that just don't work are being shipped in retail products :/
HI! I work at Qulix Systems as UI designer and want to change my workplace. But I didn't find job offer using the link above. Do you still need a designer?
I like your ref !! I think you need modeling your cliff with a mesh, not your landscape. Your Wet effect are make with painter ? Why not used a vertex color system ?
I would like to see a better subtool grouping system (similar to Photoshop grouping of layers) as opposed to having to merge and split up visible subtools. Would make organisation a lot easier.
Im surprised your small assets arent using IBLs and the larger building blocks and bsp geometry using light maps as i believe you are using the same lighting system as Killzone?
i think it sucks pretty hard. but not as much as being told you wont be getting royalties (or paid at all) for versions of the game you spent a year on because it's been ported to differnet system.
"the waste" piece is beautiful! I do like the shifting image system too. Gun is ok, but the characters are weak, you're obviously a natural prop/env artist, create more pieces like that!
edit: Also, i'd like to really push this system as far as i can go, but most of my apps/games barely break the 4gb mark at max settings, anything fun to try?