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0kelvin

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Posts posted by 0kelvin

  1. I can't answer it properly. I don't have a gaming rig and don't buy any games. Nevertherless, the cost of developing games have become more or less on par with developing operational systems. In the end, a game is a system in itself.

    A game costs 1 million to make and you sell it for 50$. Another game costs 10 million and you sell it for 50$. If the cost increased tenfold, what is making the price stay on a plateau?

  2. The cost per byte graph is really interesting. It's rather shocking that the size of games skyrocketed along with the production costs, but when you compare it to the price, players are paying less per byte and developers are spending less per byte.

    Game worlds have become large and to populate it you need hordes of artists working in a way that is similar to what happens in the anime industry. Too much work that could be solved by algorithms and on top of that you are underpaid. Not a surprise that big companies like Nvidia and Microsoft are investing huge sums in AI.

    Take raytracing for instance. I feel that it's much straight foward to have the GPU calculate reflections on its own than having to program complex shaders, pre bake images and put a burden on the processor with tricks to hide anomalous pixels.

  3. I'm watching a lot of videos about personality disorders, emotions, lies, deception and related stuff. Dr. Todd Grande, Richard Grannong, Tracey Marks.  Certain personalities cause a heavy burden on you, on relatives, on companies and on extreme cases can ruin millions of lives. Sometimes you think somebody is nice, but there is a dark secret. Sometimes you think somebody is a monster, but there may be a background story that explains it.

  4. That texture isn't wood. It's stretched because the UV is wrong.depositphotos_94503786-stock-photo-grung

    I just realized that smooth stone surface doesn't match "ancient". My map is more similar to the American Museum of Natural History than to the Pantheon.

    Untitled-2.jpg

    I think that tourches aren't going to be bright enough. Every photo of a corridor with tourches on walls look way too dark.

  5. preview17.jpg

    preview18.jpg

    preview19.jpg

    I'm trying to learn how to make materials. Smooth faces makes the lighting soft, but the angle is still not right. The texture maps, including the normal maps, are stretched because I'm having a hard time with UV maps.

  6. Square where the trims meet.

    trim-block.jpg


    preview8.jpg


    previe10.jpg

    Not sure. A statue fills up that dead end nicely.
    preview9.jpg


    preview11.jpg

    preview14.jpg

    Not sure about the ceiling. I can have 3 circular relief decorations or just one. The ceiling can be flat, or half flat, half curved.
    preview12.jpg


    preview13.jpg

     

  7. new4.jpg

    Placeholder material and some trim.

    The symmetric design of this map makes it a good place to use the modern modular approach.

    The columns were going to be square, but after some research I decided to make round columns. I'm going to bevel the arches too.

    door-church-door-input-ornament-portal-o

    termos-da-arquitetura-abadia.jpg

  8. arch.jpg

    circular.jpg

    dome.jpg

    I decided to get rid of the middle ramp because it feels out of place. It was then that I realized that the syymmetrical design feels better suited for CTF, not FFA. I decided to remove the middle bridge as well.

  9. Untitled-1.jpg

    I've learned the very basics to model the basic shapes in blender. Still have to master boolean operations though.

    In UT I was limited to 8 - 16 sided cylinders, in UE4 I'm going up to 64.

    IT's much easier to work with multiples of ten than with powers of two.

  10. I'm using the UE4 FPS template as a base. According to its scale, 256 x 256 x 256 in UT1 translates to roughly 500 x 500 x 500 in UE4.

    Collision and lightmaps in this current state are completely screwed. I made some basic BSP prototype and converted to static meshes. This conversion step causes a lot of issues with lightmaps and collision.

    UE4 with a 1366 x 768 screen isn't good. It has so many menus and windows that you really need two screens to work properly with it.

    Ideas for UE4 version:

    - 3D trims
    - Flickering light effect for all tourches
    - Water caustics. Not raytracing, just some cool projected texture
    - Textures now can have displacement, normals, Physically Based
    - Higher triangle count, mostly due to round columns and trim

    https://postimg.cc/gallery/cs04sd3

    Clipboard01.jpg

    Clipboard02.jpg

    Clipboard03.jpg

    A bit of achitectural research

    texture-1.png

    texture-wall.png

    How-to-Add-Character-and-Charm-to-Boring

    117588583-antique-white-columns-roman-co

    texture-floor.png

     

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