But UE4 is probably going to keep lightmaps, the realtime light bouncing/SWOTI won't be included anymore and lightmaps are (as far as I know) still the only reliable and cost-efficient way of creating (static) realistic bouncing light.
The biggest changes in UE4 are going to be merely visible to the developers as their interface in the UDK gets more unified and polished.
[t]http://puu.sh/409gp/a67e369c24.jpg[/t]
Italian tank for a mod, I am going to redo all gray parts in higher detail
[QUOTE=FlyingAlien;41808169]But UE4 is probably going to keep lightmaps, the realtime light bouncing/SWOTI won't be included anymore and lightmaps are (as far as I know) still the only reliable and cost-efficient way of creating (static) realistic bouncing light.
The biggest changes in UE4 are going to be merely visible to the developers as their interface in the UDK gets more unified and polished.[/QUOTE]
They better make programming a hell of a lot easier, like in unity. Also apparently Kismet is getting a huge upgrade. Saw a video yesterday where a guy made 2 games straight in Kismet and never touched any bit of code. It was some little arcade flying game and a little arcade boat game.
[QUOTE=FlyingAlien;41808169]But UE4 is probably going to keep lightmaps, the realtime light bouncing/SWOTI won't be included anymore and lightmaps are (as far as I know) still the only reliable and cost-efficient way of creating (static) realistic bouncing light.
The biggest changes in UE4 are going to be merely visible to the developers as their interface in the UDK gets more unified and polished.[/QUOTE]
The deferred lighting system doesn't use lightmaps, UE4 will probably have both Deferred and Forward lighting systems so people can chose.
[QUOTE=azgag;41810966]The deferred lighting system doesn't use lightmaps, UE4 will probably have both Deferred and Forward lighting systems so people can chose.[/QUOTE]
As far as I know deferred lighting does not replace light maps.
If you were to remove lightmaps and simply rely on direct lights and so on you'd have damn ugly looking shadow areas with only 1 "tone" of shadow and you'd need to cover it up with AO and well placed lights by artists.
[URL]http://c0de517e.blogspot.de/2011/01/mythbuster-deferred-rendering.html[/URL] seems to be a reliable source.
Some content - a shoddy shoe locker
[IMG]http://i.imgur.com/uc7jicu.png[/IMG]
1024x1024 diffuse and normal, spec derived from diffuse.
1056 tris on LOD0, next LOD merely a box.
Probably could have worked on the texture some more.
got some more work done on my crane
[t]http://files.1337upload.net/screenshot0.jpg[/t][t]http://files.1337upload.net/screenshot1.jpg[/t][t]http://files.1337upload.net/screenshot2_1.jpg[/t][t]http://files.1337upload.net/screenshot3.jpg[/t]
[QUOTE=azgag;41813136]got some more work done on my crane
[t]http://files.1337upload.net/screenshot2_1.jpg[/t][/QUOTE]
It still looks a little 'primary colors' to me. I'm thinking if you change the windows to grey instead of teal and used more dark grey detailing (like the walkway supports) that might help if you want to keep the rest of it those clashing primaries.
[QUOTE=FlyingAlien;41808169]But UE4 is probably going to keep lightmaps, the realtime light bouncing/SWOTI won't be included anymore and lightmaps are (as far as I know) still the only reliable and cost-efficient way of creating (static) realistic bouncing light.
The biggest changes in UE4 are going to be merely visible to the developers as their interface in the UDK gets more unified and polished.[/QUOTE]
UE4 has realtime direct lighting but baked bounced lighting - SVOGI was implemented then later taken out after they found out it wasn't really feasible atm
also you can totally keep lightmaps with deferred shading
First post here yey!,
Anyway im Really sorry if this feels a bit intrussive or really doesnt belong here so well
As many of you may know alredy im working in a Open World Survival RPG Called Survivor:Forgotten World
While our team is pretty strong ( We have a texture artist,Modeller who pretty much handles everything (Foliage,Buildings etc etc), UI Artist / Game Designer, Programmer , Character Modeller)
We only have a single modeller handling every single asset from the game ( we had 2 but they both went " Off / never signed on or whatever") Our production has gone pretty slow so if any of you would be interesed in taking the position I suggest you to go to our Moddb profile where we have the latest media ( and a huge update soon ), Or check the Facepunch tread! you would also be working with a dedicate team that wont give up in its project and that has a fairly huge amount of content done, as well great communication and Weekly meetings
[url]http://www.moddb.com/games/survivor[/url]
So yeah thats about it again if it doesnt belong here i appologize
[QUOTE][img]http://i.imgur.com/OtwTLq8.jpg[/img]
[img]http://i.imgur.com/53aRyRH.jpg[/img]
[img]http://i.imgur.com/7QhkXWk.jpg[/img][/QUOTE]
Work in progress.
[QUOTE=Lt_C;41815162]It still looks a little 'primary colors' to me. I'm thinking if you change the windows to grey instead of teal and used more dark grey detailing (like the walkway supports) that might help if you want to keep the rest of it those clashing primaries.[/QUOTE]
that's how they are supposed to look, They use bright colors so that the crane can be seen from afar (planes etc...).
[QUOTE=azgag;41817501]that's how they are supposed to look, They use bright colors so that the crane can be seen from afar (planes etc...).[/QUOTE]
Sure, I know they're bright things. The detailing colors are more what I'm talking about though, something to ground it in reality (says the guy that knows only black, white, yellow and chrome sci-fi).
i think it could do with making the yellow a bit more tinted towards orange
also less consistent wear and dirt
Started to do a texture blocking. I also reduced the wire loops.
[t]https://dl.dropboxusercontent.com/u/16349584/gear7.png[/t]
Edit: One more before I go to bed.
[t]https://dl.dropboxusercontent.com/u/16349584/gear8.png[/t]
[QUOTE=surfur;41797466]Yea, I have been having issues with that, but it hasn't been to extreme to really hinder anything. What I have been having issues is with my modular pieces being lit differently than one another...
[t]http://i.cubeupload.com/vaZUw7.jpg[/t]
I haven't been able to figure out how to fix this, if any one has any insight?[/QUOTE]
Hey surfur, I was hoping that you could show off some of those pieces in wireframe, it wouldbe great if you did... Thanks for reading...
forgot to make a hook for the crane:
[img]http://files.1337upload.net/crane_hook01.png[/img]
[QUOTE=azgag;41823449]forgot to make a hook for the crane:
[img]http://files.1337upload.net/crane_hook01.png[/img][/QUOTE]
Great attention to detail man! Absolutely [U]gorgeous.[/U]
dDo is kinda magical once you have near-perfect or clean bakes:
[img]http://files.1337upload.net/crane_hook02.png[/img]
Modular texture sheet for a personal project. The picture shows it being tiled once along with normals and lighting.
[t]https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/1149187_572094142847847_1811491324_o.jpg[/t]
Wanted to try something a little more complex this time (for me, at least).
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/Boat-1.png[/IMG]
[QUOTE=azgag;41837585]dDo is kinda magical once you have near-perfect or clean bakes:
[img]http://files.1337upload.net/crane_hook02.png[/img][/QUOTE]
that texture, how did you make it. its so beautiful.
[QUOTE=More Ragtime;41842233]that texture, how did you make it. its so beautiful.[/QUOTE]
[url]http://quixel.se/ddo/[/url]
Phew. This was fun to figure out how to do!
[t]https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/1167632_572617656128829_887107307_o.jpg[/t]
[t]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn2/1172790_572617902795471_933195602_o.jpg[/t]
[t]https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/1097133_572618152795446_324867207_o.jpg[/t]
[b]M3 Fighting Knife[/b] ([url=http://sketchfab.com/m5lje1dc0]click to view in 3D[/url])
[url=http://sketchfab.com/m5lje1dc0][img]http://sketchfab.com/urls/b4fe82416cea4a00a4c15533feff189d/1376628383/thumbnail_448.png[/img][/url]
I finished the 3d maneuver gear. Just trying to rig it to bones which is proving to go nowhere for some odd raison.
I thought you already made a gravity gun? Or am I thinking of something else?
[QUOTE=A big fat ass;41861685]I thought you already made a gravity gun? Or am I thinking of something else?[/QUOTE]
Some other guy from hl2 enhancement mod made a gravity gun.
Today I learned how to properly skin models! although the wire looks messed up but it's a start.
[t]https://dl.dropboxusercontent.com/u/16349584/gear10.png[/t]
Compiling them into source is another issue...
[t]https://dl.dropboxusercontent.com/u/16349584/gear11.png[/t]
It should not be like that...
[QUOTE=Juniez;41860951][img]https://dl.dropboxusercontent.com/u/1157653/TEMP/gravgunhp_wip.jpg[/img][/QUOTE]
Juniez, why is it I'll be making something and I post it and feel satisfied at the work I did, and then you go and post and blow all of that out of the water.
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