[video=youtube;-cw2gXq83n8]http://www.youtube.com/watch?v=-cw2gXq83n8[/video]
Bordthreerlands
Just a heads up, there is no gameplay in this. Just tech.
those are some pretty neat lighting effects
[editline]2nd March 2017[/editline]
i like the look of the black and white
the funny thing is that there's an asset pack on the ue4 store for ~$30 that does almost all the things shown here.
Looks snazzy. I always rather liked the Borderlands art style but the new tech certainly adds depth.
Ever since Battleborn, Randy Pitchford looks like he is ready to give up on life.
this seems like a joke, honestly. The art style behind borderlands is what makes it, not the engine.
Games like Battlefield 1 could have the right to show off graphics and tech, this is kinda weird.
[QUOTE=autodesknoob;51904037]this seems like a joke, honestly. The art style behind borderlands is what makes it, not the engine.
Games like Battlefield 1 could have the right to show off graphics and tech, this is kinda weird.[/QUOTE]
most of them do at some point
these are largely talks for other developers
I personally don't have a clue, but I imagine at least a few people who don't work on BL games found these render techniques interesting
[QUOTE=TK 421;51901812]Ever since Battleborn, Randy Pitchford looks like he is ready to give up on life.[/QUOTE]
Well I mean their next game has to be a huge financial success to make up for Battleborn, or else they will likely go under within 5-10 years. According to Randy himself, Battleborn had their largest budget ever and it completely bombed, so I'm sure he's under a ton of stress.
Did they just show the default features of UE4?!
This talk seemed weird. It seems like something that could have been done like 8 years ago since it seems like basic art design choices versus CUTTING EDGE UNREAL TECHNOLOGY
Some of it looks nice, but I heavily disagree with the crosshatch shadows being almost a screenspace overlay versus something within the scene. Why would god rays make the crosshatching brighter, that immediately looks like an amature effect because it *doesn't* avoid affecting the shadows when it passes over it.
But was neat to see Randy excited to show stuff off.
[QUOTE=Brt5470;51904351]This talk seemed weird. It seems like something that could have been done like 8 years ago since it seems like basic art design choices versus CUTTING EDGE UNREAL TECHNOLOGY
Some of it looks nice, but I heavily disagree with the crosshatch shadows being almost a screenspace overlay versus something within the scene. Why would god rays make the crosshatching brighter, that immediately looks like an amature effect because it *doesn't* avoid affecting the shadows when it passes over it.
But was neat to see Randy excited to show stuff off.[/QUOTE]
Was also sort of weird to see him talk about that thing where the light shines through the cloth.
Not only was that a feature in Crysis ten years ago, but if you just google it you find like a simple tutorial for doing it in UE4.
[QUOTE=paul simon;51904357]Was also sort of weird to see him talk about that thing where the light shines through the cloth.
Not only was that a feature in Crysis ten years ago, but if you just google it you find like a simple tutorial for doing it in UE4.[/QUOTE]
Yea like, nice art style but it's not impressive from a tech perspective. Like I could find a way to do that in After Effects. Infact, I've probably done lots of that since I enjoy creating procedural styles mimicking animation and film.
he sounded like he was going to burst into tears at any moment is he ok
[QUOTE=Brt5470;51904351]This talk seemed weird. It seems like something that could have been done like 8 years ago since it seems like basic art design choices versus CUTTING EDGE UNREAL TECHNOLOGY
Some of it looks nice, but I heavily disagree with the crosshatch shadows being almost a screenspace overlay versus something within the scene. Why would god rays make the crosshatching brighter, that immediately looks like an amature effect because it *doesn't* avoid affecting the shadows when it passes over it.
But was neat to see Randy excited to show stuff off.[/QUOTE]
Because its taken out of context, the talk was part of the Unreal Engine presentation to demonstrate the flexbillity of the engine and what developers are doing with it.
[QUOTE=Derpmonster;51904894]he sounded like he was going to burst into tears at any moment is he ok[/QUOTE]
Battleborn does things to a man
[QUOTE=autodesknoob;51904037]this seems like a joke, honestly. The art style behind borderlands is what makes it, not the engine.
Games like Battlefield 1 could have the right to show off graphics and tech, this is kinda weird.[/QUOTE]
How they utilize the technology to implement their art style is a super important part of these talks. Art style is what makes these games unique but its valuable to understand how they overcame challenges and what tricks they used to get that look
I love the part where they explain what normal mapping is
[QUOTE=Raidyr;51901247]Looks snazzy. I always rather liked the Borderlands art style but the new tech certainly adds depth.[/QUOTE]
[QUOTE=BeardyDuck;51901234]the funny thing is that there's an asset pack on the ue4 store for ~$30 that does almost all the things shown here.[/QUOTE]
it's one of the first things addressed in the talk
"Most of the artstyle comes from the content itself, the form of the environment, silhouette and movements of characters"
I think its more of a "look what we (Gearbox) can do now if we use ue4" talk instead of a "wow look at this groundbreaking technology"
I don't know why but I expected them to come back to this scene, showing how much it would've improved, seeing as without all those thick black outlines everything looked cleaner and better to me, but instead they still ended up using them anyway.
[t]http://i.imgur.com/NR58pZ2.jpg[/t]
I just like this cleaner look, maybe I'm just weird.
[QUOTE=Brt5470;51904351]
Some of it looks nice, but I heavily disagree with the crosshatch shadows being almost a screenspace overlay versus something within the scene. Why would god rays make the crosshatching brighter, that immediately looks like an amature effect because it *doesn't* avoid affecting the shadows when it passes over it.
[/QUOTE]
Because the style mimics hand drawn art. You wouldn't draw cross hatched shadows on a dark object if there's a bright light effect in front of it, speaking of traditional art techniques.
By the looks of it Borderlands 3 will be the same game as Borderlands 1 & 2
[QUOTE=RaTcHeT302;51905292]I don't know why but I expected them to come back to this scene, showing how much it would've improved, seeing as without all those thick black outlines everything looked cleaner and better to me, but instead they still ended up using them anyway.
[t]http://i.imgur.com/NR58pZ2.jpg[/t]
I just like this cleaner look, maybe I'm just weird.[/QUOTE]
Borderlands 1 had massive outlines on everything and it gave me a headache when I played it. I still beat the game, but it was over many sessions.
Borderlands 2 tones the outlines down a lot and looked way better IMO.
Personally I don't think the Borderlands art style is cartoony enough to warrant an outline. The art direction looks more like a matte painting than a comic book.
[QUOTE=REMBER;51905425]By the looks of it Borderlands 3 will be the same game as Borderlands 1 & 2[/QUOTE]
I hope not. An FPS/Loot-em-up has always been my dream game, but BL2 made so many stupid, easily fixable mistakes. Horrible endgame scaling, lazy "just make it use more ammo," balancing, and worst of all, a shitty MMOesque endgame based off grinding unfun bosses for static loot tables and loot tokens.
[QUOTE=Jelman;51905250]I think its more of a "look what we (Gearbox) can do now if we use ue4" talk instead of a "wow look at this groundbreaking technology"[/QUOTE]
The answer: about the same.
I wonder what this cross-hatch detailing for shading looks like without the black outlines.
Never been too fond of objects in the distance being surrounded by big black blobs. I like seeing the details even from miles away.
I remember the black outlines actually hindering your performance in Bl2, I wonder if they've made them less resource consuming
I think a lot of you are missing the point of this. He's not showing normal maps and subsurface scattering and saying it's new and revolutionary. He's showing how they tie it all into the art style and how the engine allows them to do that in really cool ways. You're so quick to hate everything Gearbox does that you don't even acknowledge the actual context of this demonstration.
[QUOTE=Wafflemonstr;51904300]Well I mean their next game has to be a huge financial success to make up for Battleborn, or else they will likely go under within 5-10 years. According to Randy himself, Battleborn had their largest budget ever and it completely bombed, so I'm sure he's under a ton of stress.[/QUOTE]
Battleborn bombed because they decided to release so close to Overwatch. You don't compete with Blizzard, you'll lose every time.
[QUOTE=ColossalSoft;51906227]You're so quick to hate everything Gearbox does that you don't even acknowledge the actual context of this demonstration.[/QUOTE]
I got a few hundred hours in BL2 and love it. I also kinda like Randy. I just I guess missed the context of this video.
Sorry.
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