don't forget to modernize the fov when implementing the player models...
[Blocked Image: http://i.imgur.com/iqjnRXi.jpg]
don't forget to modernize the fov when implementing the player models...
[Blocked Image: http://i.imgur.com/iqjnRXi.jpg]
Thanks for all the support guys !
Added a real-time dynamic global illumination today.
[Blocked Image: http://i.imgur.com/a4KSukT.jpg]
ThanQ Helder for the tutorial!
[Blocked Image: http://eat3d.com/files/imagecache/products_dvd_front/cry3_intro_vol1_dvd_front.jpg]
awwww that's insane, Seldoon182!
Enjoying your progress overall.
it needs more 3d!
I'm really disappointed in you dudes. You just took the original map of Pong and added new textures ![]()
Quote from PogoP[Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Misc/blorange.jpg]
Just as I was saying... lazy technique!
It actually IS lazy technique... Dither that gradient!!!
inspiring work seldoon, don´t think i can compete
[Blocked Image: http://i1192.photobucket.com/albums/aa326/Tschoppo/2013-07-05_00001.jpg]
needs to be more sphincteresque.
[Blocked Image: http://images.tinypic.pl/i/00414/2hgt2gq75enx.jpg]
my smal scene inspired by The Last of Us, small but it was dam hard to make it in a week lolz - loads of work, since it was first scene made with my own custom assets
oh and still is a WIP i guess, but i have time to only work with skydome atm
Looks cool, lighting looks very flat though! Get some gradients in there, they are the reason the interiors look so good in Last of Us
10 seconds paintover:
[Blocked Image: http://i.imgur.com/1vKYvfK.jpg]
Nice little scene, good choice of colors
I would rework the floor tiles a bit. Imo, the space between the plates is too wide and dark resulting in a kind of comic-look. The tiles used for the walls are way better.
good tips, but don't get mi started on light in UDK, that scene needs 15 min to bake light only to preview quality, don't want to try production i really hope they will step up with UE4, but Minos i have very similar resoult before but i figured out it was to dark but thx will tweak it a lil bit more ![]()
BJA i was thinking about it as well but they used very simillar tiles in TLOUS ![]()
dynamic light master race
we dont need visual quality where we're going
Quote from knjgood tips, but don't get mi started on light in UDK, that scene needs 15 min to bake light only to preview quality, don't want to try production i really hope they will step up with UE4, but Minos i have very similar resoult before but i figured out it was to dark but thx will tweak it a lil bit more
BJA i was thinking about it as well but they used very simillar tiles in TLOUS
Wait, that's completely out of control... do you have a crappy PC or are you using 2048 lightmaps? It takes me about 5 minutes to render a full level in high
.
You can also leave the PC on overnight if you are going to put this up on your portfolio.
If all else fails, just fake those gradients with point lights ![]()
My PC ROX !! %)
but for reall, i totally forgot to scale down my LightMaps after testing some shit - LOLz at me, thx Minos
[Blocked Image: http://files.tinypic.pl/i/00415/87yvvjqha571.jpg]
[Blocked Image: http://images.tinypic.pl/i/00415/mpvyc4iwucgf.jpg]
no more time for this ATM, but i hope it looks better ![]()
Big improvement! Crazy how much magic light can add. But like they say about photography, it's all about light really — can't see shit without it. ![]()
Don’t have an account yet? Register yourself now and be a part of our community!