Eldron on 12/3/2011 at 00:19
Quote Posted by sNeaksieGarrett
I'm aware of that. I'm taking a game art class right now as we speak. I was talking about how they don't even use normal maps for this particular game: "most textures doesn't even use normal or specular mapping" Also the reusing the same thing over again.
Of course if they can make the game look good without those maps it doesn't much matter. Don't get me wrong, gameplay is always more important than graphics, but these days you also can't help but want the best looking things as possible because the tech behind it has improved.
And on an off-topic note, I love your pack for minecraft, I've been using it for a long time.
Specular maps and normal maps can make the whole asset-process quite more expensive in terms of time it takes to make stuff.
Take left 4 dead series where just the characters are normalmapped, with the entire environments being mostly diffuse with specs used rarely, and then team fortress 2 where only the characters have normalmaps, and the environments being mostly diffuse textures. And then the weapons are just diffuse textures with specular maps, no normals.
These games still look fantastic, and next-gen enough.
And then we could look at the entire god of war series, which is just built around maximizing the visuals by concentrating the entire hardware budget around what the camera can see.
But I still agree with the amazing things you can get from having a good artist with good technology, it's just so time-consuming.
Also, thanks :P
Bakerman on 12/3/2011 at 05:41
I was really excited for this until the bit with the gameplay :p. But it's awesome to see what a team of 9 can do in such a short time. I'd be interested to see that kitbash approach coupled with a bit of procedural generation, in environments at least.
Koki on 12/3/2011 at 07:09
Quote:
Built on Epic's Unreal Engine, it only employs DirectX 9 (as it's hoped they can port the game straight over to Xbox 360 and/or PS3)
PC to console? That makes more sense. One does not simply
walk into Mordor start developing for the consoles, especially since they don't seem to even have a publisher yet.
Sg3 on 15/3/2011 at 17:26
Interesting. I'm glad that the mechs look like battle machines and not like Japanese drawings.
Sulphur on 15/3/2011 at 17:28
A fucking mech without a codpiece is not a fucking mech. :erg:
Muzman on 15/3/2011 at 17:44
Good gravy that looks nice. Akira/Ghost In The Shell/Appleseed insane-o world (yeah I'm behind the times)
Far more impressed by that than the "Next Gen" Unreal engine video from the other day.
Pyrian on 15/3/2011 at 23:15
Quote Posted by Sulphur
A fucking mech without a codpiece is not a fucking mech. :erg:
They're made in factories. They don't
need to fuck.
sNeaksieGarrett on 16/3/2011 at 04:05
:laff: Haha good one
Koki on 16/3/2011 at 07:18
Quote Posted by Muzman
Good gravy that looks nice. Akira/Ghost In The Shell/Appleseed insane-o world (yeah I'm behind the times)
Oh someone else noticed it too? I wonder why it looks so similar, maybe it's because they're reusing as much props as possible.
Muzman on 17/3/2011 at 13:13
ha, perhaps. Although I reckon they're diguising it pretty well (but that's what videos are designed to do so...)
But the lighting is perfect. That hazy half light. And the texturing too has nailed that busy watercolour anime look and fits with the light tones so well. I wonder if it's all prebaked or there's any fancy radiosity at work or if these guys just generally nailed it.