• Unreal Engine 4 [4.8.1] Super Mario / Kite Demo
    17 replies, posted
[hd]https://www.youtube.com/watch?v=yWZxH2qSWu0[/hd]
I feel like he'd fit in a lot more if you take out that rimlighting shader on his model
I really want a Mario game that contrasts like this just for the shock value.
[QUOTE=Velocet;48187256]I really want a Mario game that contrasts like this just for the shock value.[/QUOTE] It'd wear thin, maybe adapting Mario for more photorealistic graphics would be cool though?
[QUOTE=Rossy167;48187652]It'd wear thin, maybe adapting Mario for more photorealistic graphics would be cool though?[/QUOTE] [img]http://geekrevolt.com/wp-content/uploads/2011/04/real-mario-face2.jpg[/img]
[QUOTE=Rossy167;48187652]It'd wear thin, maybe adapting Mario for more photorealistic graphics would be cool though?[/QUOTE] [t]https://oeilsj.files.wordpress.com/2011/04/realmario.jpeg[/t] please no [editline]12th July 2015[/editline] shit
The way the camera pivots makes me want to throw up.
That's neat I guess, the background music is pretty nice.
felt like watching a modern sonic game.
The new Subspace Emissary in the latest Super Smash Bros installment has come a very long way.
Serious Super Mario RPG vibes.
Besides the epic mario in unreal engine 4 stuff. Just watching this shows how beautiful unreal engine 4 is. Wish they actually created a movie creation software based on Unreal engine 4. Basically, their version of SFM.
[QUOTE=Deathtrooper2;48190316]Besides the epic mario in unreal engine 4 stuff. Just watching this shows how beautiful unreal engine 4 is. Wish they actually created a movie creation software based on Unreal engine 4. Basically, their version of SFM.[/QUOTE] they are/have, which is what they used to make the kite demo.
i think what would be really interesting is a remake of the original unreal game in UE4
eh, the materials don't blend well with the game lighting.
[QUOTE=Rossy167;48187652]It'd wear thin, maybe adapting Mario for more photorealistic graphics would be cool though?[/QUOTE] I think it would be really neat to keep mario the same and replicate SM64 levels with a photo-realistic world. Like, the geometry is the same, it plays out the same, mario controls the same, he's just stuck in a world with no magic. Nothing is floating, it's all held up somehow, anything that moves has signs of mechanics that make it function. Especially if you start the game off that way, and slowly bring it back to the mario universe we're used to with the pacing that portal games do with aperture science (normal AS vs broken/behind the scenes AS)
[QUOTE=MedicWine;48192800]I think it would be really neat to keep mario the same and replicate SM64 levels with a photo-realistic world. Like, the geometry is the same, it plays out the same, mario controls the same, he's just stuck in a world with no magic. Nothing is floating, it's all held up somehow, anything that moves has signs of mechanics that make it function. Especially if you start the game off that way, and slowly bring it back to the mario universe we're used to with the pacing that portal games do with aperture science (normal AS vs broken/behind the scenes AS)[/QUOTE] Well if you think about it, besides secret stages and very specific bonus or boss areas, Super Mario Sunshine did that. The main areas all were part of environments and the layout of the buildings or land, rather than the boxes and sand castles of 64 or the floating space places of Galaxy and beyond.
[QUOTE=RikohZX;48192817]Well if you think about it, besides secret stages and very specific bonus or boss areas, Super Mario Sunshine did that. The main areas all were part of environments and the layout of the buildings or land, rather than the boxes and sand castles of 64 or the floating space places of Galaxy and beyond.[/QUOTE] Wow, nice point. I never even noticed that.
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