holy crap, ut2007 looks badass

I'm amazed...but my PC can't run it ;( ;(

Oh ya..I'll just upgrade :p
 
This looks great. However, I am not even close to being amazed.

Go me?
 
pvtbones said:
ooooooooooooooh AI that respones to voice commands *has a siezure of joy*

Haha haven't you played Unreal Tournament 2004? They had that system in (you gave them voice commands, such as "Bravo, get out!" which would make the bot nick-named bravo to get out of its current vehicle). Now they are greatly increasing that to make it even better, so I can't wait for that :)

This is old new to me, saw it in the mag and all, but still awesome stuff! :)
 
Simply jaw dropping. I am thinking about development with this engine already :D (mod)
 
IchI said:
Simply jaw dropping. I am thinking about development with this engine already :D (mod)

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
 
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

The high to low polgon technology is called normal mapping and 3dsmax7 has a buillt in feature which works exactly like the ue3 one. Infact there are many applications that do this. The most popular is orb I think. Polgon limits have already been told. They have said in the presentations how much game info each character has etc... Also the mapping will be done with unreal ed obviasly... although I don't expect you to be able to to port over. You can prefabricate a map inside of ut2k4 then break it down and built it again in ue3. Its just that you won;t be able to use specular and nomal mapping technology on your props. But these can be tested outside.

If anything its better to start now. The time it takes to make even one character is pritty much x3 compared to hl2.
 
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.
 
Pi Mu Rho said:
Epic are only recruiting artists with experience of (very) high-polygon modelling. Current game stuff doesn't cut it.

*grins* ;)
 
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.

well said :D

Half-Life 2 get out of the way Extremely long development times enter :D If you read the interview on 1UP they talk about how they have no option for mistakes so they need to finalise gameplay before they even begin on making it look all pwitty. This is mainly because with the new technology its going to take a very long time to finish anything good. Compared to existing times anyway. I supose it could cut down on texture times. But that would also be taken up by mapping tweaking (model maps not enviroments)
 
I hope this is coming out for the X-Box 360 too because my PC would explode if I even tried playing the game on it.
 
The 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

specexample.gif

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.
Yeah, glad to see the artist @ valve did it right. Loved the wooden floors
 
EVIL said:
Yeah, glad to see the artist @ valve did it right. Loved the wooden floors

Yep, often forgotton effect but you sure notice it when its not there.
 
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:
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.

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 :D

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
 
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:
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*.

hehe zbrush.. hmm, it could well have been you actually.. you someone else and me, and we were saying how useful zbrush could be for things like that, nobody listened, or didn't even know what a normal map was, then someone took a pic on a valve trip that showed they'd happily been using zbrush for HL2 for quite some time, suddenly all these mod teams sprang up claiming they were using zbrush now like they'd always known about it :E I'm pretty sure it was you, I think the conversation about it might have even started because of one of your concepts.

heh just random in the old days memories lol
 
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 :D (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.
 
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 :D (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.

Yeah ZBrush is pretty cool, bitch to model accurately with it, but for taking over a subd object from another app and then adding the details, its perfect. Tried things last night, a model with christ knows how many polygons, exported to .obj to keep its UV's and taken into LW, reduced polys, ran the normal map maker plugin and generated a tangent normal map (really show up errors if used on a bad UV map) and bobs your normal mapped uncle, worked fine.

And it is ontopic, its about high poly models and normal maps.. which is what UE is all about so yeah we're safe ;)
 
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 :D

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


You're an elitist bastard ;)
 
Alan Freeman said:
These are NOT impressive.
clearly a joke.. or your looking at the ads to another game and thinking its the UE screenshots..
 
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