PhilipK
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Everything posted by PhilipK
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Not to go too off topic but I recently saw these pretty neat behind the scenes photos and drawings from The Life Aquatic: http://imgur.com/a/fBdaY
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- Witcher 3 - Blood and Wine (if DLC counts?) - Inside probably the only two I actually finished except Uncharted 4 and older games... :S
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Currently playing The Last Guardian but I'm having some trouble fully enjoying it because of low frame rate issues anyone else noticed? maybe I just need to get used to it. Game seems really fun so far otherwise.
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I think it's 4 or 5? Haven't been very active here lately so not sure if one is a member or not
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Just finished, really a great game! Visually stunning, I was impressed with how cohesive the quality of all the environments felt, lots of very awesome and varied areas. Gameplay wise I really liked that there are areas with more focus on a chance to be stealthy than just take cover and gun. I wish some more encounters were like that though. Climbing, sliding and swinging felt polished and seems like there were some more small route options this time around! I do miss a bit of the more lighter "adventurer" vibe that the first two games had. It came a little closer to The Last of Us in that regard IMO. Overall really enjoyed it, I'd put it as my third favorite in the series for sure! Wanted to add, that is third after two of my favorite games last generation, I still can't quite pick 1 or 2, they are both just phenomenal games!
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Great comments! It's probably been mentioned here several times before, but a bunch of what you can feel is frustrating in random group in quick play, as you said, goes away more and more once you've got some more play time and you get matched with more equally skilled players. And there's also competitive play mode comming shortly where people are mostly more focused and experienced with the game. Had a lot of very close games when the earlier version of competitive mode was in the beta.
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I find Junkrat to work pretty well against Mei if you keep some distance. In case you get too close you can usually escape pretty easily with your concussion mine - unless you're in a small room but at least your death grenades might get her then! But yeah, as was mentioned before: Zarya, McCree, Widow, Hanzo and pretty much anyone who can keep some distance to Mei are decent to good counters.
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Congrats! Mapcorian maps look cool !
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So much fun working on this with Bram an Helder (and the other two non-mapcorians )!
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Used to be a bunch in the IRC channel for a while. I don't know when that was, around 2000-2001 or so perhaps? Was pretty awesome with the playtests going on Mazy's maps etc. then
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super nice! awesome job
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damn doesn't look like it'd come to ps3/steam anytime soon
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Ha nice! those top screens look a lot like (what I remember) my first playable hldm map. That seamless tiling concrete and warning stripes everywhere
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woh, missed some of these, awesome stuff top one and lake are my favs!!
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Want to thank you all for all the great feedback here too! It's been really helpful and keeps things on the right track.
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oh god... cant unsee now either Yeah I agree with you, I had a plan to do some more work on those and get a larger structure network hooked up to them: pipelines running between them and some more facility stuff behind them. Great point. I'll try to get to that this weekend hopefully.
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wow this is awesome!
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haha yeah that planet is terrible right now. it's just a 2min "grid" texture on it. It'll get a proper unique hologram planet texture eventually tho
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Super dirty lighting update. There are a few things wrong with this shot - too dark in the back and the sun is a little weak and pale and the ambient is a bit weak as well. Those issues have been fixed now just don't have a proper shot of it. Also started doing some selective diffuse boosts on colored surfaces. Will probably do on one or two bright floors too. Also temporarily pretty much all diffuses are single colors now, so they will start popping in with some more stuff soon. But it will be a gradual addition and we will try to focus some more on material definition and trying to vary that up a bit more. The test here has more broad variation than before making the whole object bright or dark/colorful rather than having a lot of variation within each piece. But do remember it's just colors now so this is the extreme case in the other direction really
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Big planet in the middle... Yes please! thanks for both those paint overs btw. Great stuff.
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Awesome 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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I saved out a colorwheel with normal colors. This is a 16 sided flat shaded wheel for 45, 90 and 135 degree hard edges (creates a 22.5, 45 or 90 degree "bevel" between the two faces). As you can see in the maya viewport shot it's not absolutely perfect, and it really never will be, you should tweak the wheel to be as close as possible in your engine (easy to test, just make a hard edged 90 degree object and map the right bevel color to each edge and check when the seam is as close to invisible as possible). Regular version: http://philipk.net/other/colorwheel_normalmap.tga nDo version: http://philipk.net/other/colorwheel_normalmap_ndo.tga I didn't bother to save out the swatch palette as I think this will be easier for you to pick the colors you wanna use and tweak so it works with your engine's tangents beforehand.
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yeh got some stuff done but not a whole lot as HP said Blizzcon.. Which was awesome Should have some updates soon too,
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Speaking of that.. I'll add a rendered out flat shaded wheel from maya too. That may or may not be "perfect" values for your engine of choice tho
