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Quote from e-freak
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Quote from Chimeray
I know that eventually I'll be getting a xbone, seeing some of the videos lately it's not that bad of a console, and I'm sure we'll get some really good first party titles and those are what will make me get the console... but fuck me that's an atrocious UI, i hate it more than I hated the xbox360. Seriously, who thought those horrendous squares would be a good idea.
I feel compelled to having to repost this:
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They really need to get rid of that! It looks like it's been design by a 6 year old.
That said, and I repeat, from what I've been seeing the reviews xbone is not as bad of a console as most of us were expecting it to be I guess. I'm not getting one yet as 500$ plus games is a lot of money but down the line, yeah why not.
There's a couple good tracks but the OST is not that good, there's so much buzzing it reminds me the noise of those blue light fly killing machines you hang in old coffee shops.
Quote from SpronyvanJohnsonThank you for clarifying that. Still, I'm very certain this is the real deal. I'm gonna call it!
Aye me too, an announcement is eminent and we will probably get it by holidays 2014.
Quote from SpronyvanJohnsonCongrats man!
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Fuckin A dude! You even get a gif!
Quote from knjhttp://battlelog.battlefield.com/bf3/en/forum/t…65670127620565/
ok i missed that
fuck
Yeah ![]()
Quote from PampersWhat are you making it in? bf4 used decals that could be stretched and bendt with splines
Same for Crysis 1, 2 and 3.
You can also do it in UDK with the spline bend entity, requires a few tweaks tho to work with a flat texture, that entity was mainly made to bend pipes and tubes but would also work for this.
You need a texture like this, make an alpha and paint out the green parts, and voilla.
Oh and yeah, the white stripes and dirt in the floor would be better off being decals that you overlay and place wherever you want, we also did this extensively specially in Crysis 2.
You can open the modSDK for Crysis 2 and open the level and study them out, the process is the same for every other game. I go through this process on my intro to CE3 eat3d videos if you wanna check it out as well.
Quote from cincinnatimight be because i first saw a fleet of vacuum-cleaner-sailboats... and then i couldn't unsee it.
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yap, we decided to go back to the drawing board a little bit when it comes to lighting and presentation.
All textures are also being retouched, I will be removing much of the noise, and I will be reducing the AO in the diffuse and spec maps to around 10% of what I had. I'll also be doing better use of gloss maps and get a more metallic vibe out of the mats. (Call it next-gen if you will) trying to mimic as much of that famous PBR look as I possibly can out of UE3.
Also, I think many of you will be happy to hear that we both have decided to release the UDK level and package once we're done with it.
I have learnt a great deal by just opening other levels, studying them and essentially reverse engineer them. I have learnt more by just studding the materials from Jordan Walkers bathhouse scene than I did from any other tutorial for example, so if there's at least one dude out there that can learn anything from what we did, than we're happy! ![]()
Other than the overused music, that was really good!
VGX is a charade with celebrities pretending they enjoy videogames while being paid, but oh well, apparently this matters so vote with your clicks, I guess?
Very cool dude, Deadfall is looking great!
Quote from PhilipKAwesome feedback! Thanks
it seems they extended the deadline so should give some time tweaking stuff. Agree with readability which I think will come from both lighting and even out some diffuses (also brighten them up generally). I think we can probably get more of the variation out of simpler colormaps but keep some of the variation between different textures instead of within themselves.
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So yeah, deadline got postponed a week, which is awesome!
I was working on this literally non stop since friday night, my eyes look like two tomatoes right now so a lot of tired-eye mistakes were made, specially in the lighting.
There's many little fuckups, but the biggest one, was that we waited to make the diffuse maps till the last day. We were using 186 186 186 temp textures with only AO, which I still believe it was a great idea, we focused more on shape that way, problem is when I made the diffuse maps with dDo, the mean dropped to around 120 120 120 average on most textures, making the level really dark, I had to compensate with making the lighting and turning on more emiters, so I turned on glow emitting lightmass rays on most lights, but it's a horrible idea as it washed out all the nice gradients we had before. Among the great feedback you guys are been giving us (THANKS so much for that btw <3) Pericolos0 had the idea of making the center piece stand out even more, this is one of the ideas he had and I love it: [Blocked Image: http://i.imgur.com/pr1iwPl.jpg]
As for colors, I wanna try and pursue a more vivid look as well, like this the following Mirror's Edge screenshots.
I believe I almost nailed it with this screenshot in particular, but the background is still very noisy.
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@PogoP: On it dude, thanks for your honest feedback!
@marks: That was the idea, keep geo to a minimum and get the medium frequency from the normal map while keeping the difuse maps very clean. (I ended up going way too noisy on the diffuse maps tho, it's too easy to go crazy with noise with dDo)
@FrieChamp: All the textures were made in nDo2 from scratch for this scene, I took a LOT of inpiration from Doom3, I was starring at screenshots from Doom3 envs for a lot of time getting ideas for the textures, maybe that's where you're getting the resemblance from?
I also took a lot of ideas from Halo 4.
@Steppenwolf: That's absolutely it! Cheers!!
@Evert: Visual noise is definitely one of the things I want to tone down, specially on that interior shot with the squares on the floor, i cringe just looking at it this morning, wtf was i thinking.
I already talked with PhilK and we already have a great plan of action to address all the issues.
For now, I'm gonna try and stay away from the scene for a day or two, then get back to it with fresh eyes.
Thanks again!
Ahh very interesting points! And kinda obvious actually looking at it this morninh with fresh eyes now, comparing to the WIPs some of that nice gradient in the lighting is kinda gone.
Mmm, will check with Phil, see what he thinks and try and make some last minute changes tonight before submitting!
Can always rely on mapcore for good honest feedback. Thanks folks.
::edit::
Deadline got postponed a week, which is awesome!
I was working on this literally non stop since friday night, my eyes look like two tomatoes right now so a lot of tired-eye mistakes were made, specially in the lighting.
PhilipK finished his assets too, including the towers in the background, which add alot. (Amazing work dude!! <3) Now we just tweak the textures and lighting to wrap it up.
I already talked with PhilK and we already have a great plan of action to adress all the issues, for now then, enjoy the following WIPs: