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Posted

I like the look of the game as it is more than of those old screens :)

Although a little more color at times wouldnt have hurt.

The anti ali prolly comes from them simply taking the screenshot at a huge resolution and then downscaling.

I just now noticed that there are benches in front of the stairs in their pic, makes the scale of either the benches or the building veel very awkward :)

And to come back at the Bioshock comparison, I cant say that I find the Bioshock style to be perfect either. It may have more of these small details that help you place the world in ours, but I found their art style to bore quickly. It all looks really good, but the whole game kind of looks 100 percent identical. Its always dark, using almost always the same colors. Bioshock gave me the Doom 3 effect. It scares you the first 10 minutes, after that youre so used to the atmosphere already that you just walk through the most scary events.

GOW did better in that field, as it often switches from darker scarrier areas to lighter action ones.

Posted

when i said out of date i didnt refer to the resolution of textures, polygon counts or lighting quality but the visual style, their architecture, the ornaments and everything else that defines the look of their fictional world. its quality work and very unique. i love the effort they put into creating a unique world and experience. a lot of games these days just do some fantasy look that has been done before or do real world stuff. what i really mean though is that the whole look of GoW starts to look a bit "old fashioned" after just a few months after release. maybe they went to far and most of their assets are just too similar in their visual appearance so that the look starts to feel worn out too quickly. not sure since i didnt finish the game.

its just my personal opinion anyway. its just that whenever i look at an area ingame i feel like i have seen it before in some similar place.

i agree with bioshock not being perfect in that regard either but it just feels more authentic to me :)

Posted

I had the same feeling while playing gow, the whole world seemed to be made of stone and metal. There aren't too many things that indicate that people have been living there, prop wise.

Hourences:

I've been reading your making of krodan article and came across this text passage:

The rocks were unwrapped in such way that most of their UV seams are in the vertex painted areas. A planar UV map on Z was then added using UV channel 2 to cover up the seams. The idea was to use channel 1 for the rock texture, and channel 2 for the sand texture. Because the sand texture is on top of the rock texture, and because it uses a different UV lay out, it would be hiding the seams of channel 1 below.

I don't quite get this, are the seams to be placed in the same position you would have to, when blending 3 textures by mat id's? It would be nice if you could post a picture, explaining the situation. :)

Posted

Ok, the sand uses a different uvw lay out, a planar map, so all seams of the rocks end in an area that will later be overpainted by sand, and because the sand uses another lay out, no one is ever going to notice that the rock uvs are a complete mess down there.

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