dream431ca
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I'm amazed...but my PC can't run it ;( ;(
Oh ya..I'll just upgrade
Oh ya..I'll just upgrade
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Ennui said:Raleigh.
pvtbones said:ooooooooooooooh AI that respones to voice commands *has a siezure of joy*
IchI said:Simply jaw dropping. I am thinking about development with this engine already (mod)
Shens said:This looks great. However, I am not even close to being amazed.
Go me?
NonStopableForce said:Mod? How do you know how to make mods for it? Like what the limits are for polys, and with Unlreal Engine 3, you make 2 versions of a model, a high poly, and low poly. And they are put together some how, and some how you get the look of high poly, and it runs as if it was low poly.
They just haven't release any info on the game/engine yet. : p
But you could work on Story lines if it was single player, or Map Concepts/model Concepts/Weapon concepts.
-NSF
Pi Mu Rho said:Epic are only recruiting artists with experience of (very) high-polygon modelling. Current game stuff doesn't cut it.
Pi Mu Rho said:Example of UE3 modding:
Imagine an L-shaped beam to be used in an industrial enviroment (as a static mesh).
First you make your 2,000,000 polygon "master". Then you create your 6000 polygon game mesh. Normal map the master onto it, et voila.
Simple, huh?
Oh yeah, textures on models are no longer shaded - the engine lights everything correctly, so there's no need.
So, while UE3 raises the bar in terms of graphical abilities, it's also vastly raises the bar in terms of required ability. Epic are only recruiting artists with experience of (very) high-polygon modelling. Current game stuff doesn't cut it.
Yeah, glad to see the artist @ valve did it right. Loved the wooden floorsThe Dark Elf said:It's not specular that makes things look plastic.. It's the ability for 90% of 3D artists to completely forget about the specular channel in objects. And its an issue with pre-rendered images too in many cases. So surfaces end up with a uniform specular effect.
An example
One side the effect is uniform, the other side it varies depending on the specularity channel in the material. The effect is more pronounced here so its easier to see. But even a very faint version makes a big difference.
EVIL said:Yeah, glad to see the artist @ valve did it right. Loved the wooden floors
EVIL said:I absolutly cant wait to make art for this kind of technology, and I am also glad that epic is going to do it the valve way, build the level without textures and art first, and once the playtesting is complete and it all runs as it supposed to run, then put on the shiny new art on it. They would waste to mutch time on modeling anyway if they would do it any diffrent. Immagine making a nice map, build the art wich takes up around 2/3 month's or more, and finding out that there is this big bug, the corridors are to small, so its hard to move trough them with more then 1 person. so the result is bad gameplay. in the old times you would spend a couple of days to fix the prob, make new texture etc, now you have to redo that entire corridor, from modeling to specular maps, alpha maps, whatever!
Guess with this high poly source art and the time it takes to produce it people will concentrate more and more in getting the gameplay right before they do the art. wich means better gameplay as a plus with better graphics
no more messing around, its getting serious now.
EVIL said:hmm.. zbrush.. *srry* gheh, yeah the bizz is maturing a bit, becoming more efficient. Never the less, its still in its baby shoes, but boy oh boy it grows fast. *feeds it*.
EVIL said:cant remember either lol, could have been me, dunno, all I know I have been a faithfull servant of zbrush its an amazing tool! and yeah I jumped my seats when I saw on those fan made vids that they where using zbrush to pimp up the headcrabs, and that zbrush reached into the gamedev scene, they also used it at id when they found out that hardcore modeling all the really detailed stuff took to mutch time, so they used zbrush for that extra bit of polish, ahhwel, enough bringing back memmories lets stay on topic shall we (we should take these conversations on msn or so, sometime )
I love talking next gen gheh!
So exiting, seeing what the technology and programmers bring us next, and what exiting tools we can use in the future to assist us artist, into creating what we want to create.
The Dark Elf said:It will definately get rid of the timewasters and the third rate mods and games, and anyone who comes along and says "hi, i've never modeled anything before, what do I do and how do I make things like that" will be laughed off the net. Leaving just the serious ones with talent. As you say, everyone benefits from that
I'm sure there will still be some people who think the same quality can be done by hand (gotta love those people who think they can paint normal maps from scratch to the same level as those generated by 3million+ source models hehe)
ooh and a really cool little plugin I've been tinkering with for Lightwave, kinda old now, qemloss3, does a bangup job of converting high poly models to low poly without losing vmaps or dropping UV coords. Free too and great compared to the commercial programs that do the same thing. Even tell it exactly what number of polygons you want in a model too, optimises the mesh so polygons aren't wasted where you don't need them, aswell as retaining polygons where you need them the most, at joints. I can see me using that quite a lot :E
clearly a joke.. or your looking at the ads to another game and thinking its the UE screenshots..Alan Freeman said:These are NOT impressive.