i assume this is just a placeholder for now to test something out, because everything else that is shown over the last year or so is from a much higher quality then this.
i will keep tracking guys, hope you soon can show us some in game gameplay footage video.
Yep, you're right! Most of what we'll be showing over the next several weeks (even as we get into gameplay) will include placeholder art.
This particular screenshot shows the realistic reticle placement and "scope" effect, that is, the dark rim that appears as you move the scope off-center. An earlier version of the effect can be see in motion in a video we posted.
Getting scopes and sights to be functional AND visually accurate has been quite a challenge, but we're putting a lot of work into weapons and ballistics.
for a fps running on cryengine (if im correct) you need to have high poly weapons, and baked maps. The scope doesnt look round enough.
We're currently working in Unity, but yes, you're correct. The final models will have tessellation, normal maps, and an overall higher poly count.
i assume this is just a placeholder for now to test something out, because everything else that is shown over the last year or so is from a much higher quality then this.
i will keep tracking guys, hope you soon can show us some in game gameplay footage video.
leon
Yep, you're right! Most of what we'll be showing over the next several weeks (even as we get into gameplay) will include placeholder art.
This particular screenshot shows the realistic reticle placement and "scope" effect, that is, the dark rim that appears as you move the scope off-center. An earlier version of the effect can be see in motion in a video we posted.