Computer Science Student. Maker of things.
The terrain is tessellated, so it'll keep reducing in resolution and FPS will never become an issue.
The real giveaway would be the texture repetitions on the dark terrain texture.
I'd second that. I think you'll get better results with a simpler mesh.
I think something along the design of this model, with a less sci-fi look would look better. Forums.cgsociety.org
The stupid graffiti is not.
Ah excellent. As usual it will be entirely brilliant apart from the hormonal-centric character models.
Far more impressive than the title had me believe.
is that a UV fix? that looks awesome =)
This should be awesome. Would love to see some of the towns from RnL in CE3 =)
Nice detail =)
Neat. I love the Pseudo-Realistic Approach =)
The normal on the brick looks a bit odd.
I would suggest making a custom heightmap (with brick as white and the grout as black), converting that to a normal (cryTIFF export option), then overlaying that with the crazybump normal and blending them.
I'm using Photoshop to make seamless textures from photographs. My shader maps are made in photoshop or using the cryTIFF plugin
It's probably a good idea to familiarise yourself with the cryTIFF plugin, if you use photoshop.
Generally, most surfaces benefit from more subtle shaders. Here's A metal floor surface I made. Crydev.net
I think your normal maps are too powerful; Especially in this one, you're losing recognition of the material.
probably not, based on BF4's turnaround time. =)
yes, that's the cause of the bug listed in the thread
The code is supposed to include windows.h instead of afxres.h in the express version, but the if statement didn't seem to be working
Ah, this thread sorted it out Crydev.net
Thanks for the tutorial. It compiles up to the following error, "cannot open include file 'afxres.h'". Any idea what's up?
From what I remember, these types of objects usually have an LOD without wire, which may be necessary if having multiple of those objects in a scene is a problem.
This is extremely impressive. I think some details on the path and some ToD tweaking would make this look brilliant.
Audacity. I get sounds from freesound.org, and in this case added a low pass filter to simulate the sound passing through a wall
looks fun, just in a £2 app sort of way, not a £17 game way.
if you increase the HDR factor on them sparks to brighten them, and have the room lights emitted from the water level, that might improve the visuals in that room.
This may be of use to you Worldofleveldesign.com
1300 polies is way too high for a barrel. You should be able to get most of the details in that for less than 500 faces
the visuals are lovely, though I found the controls to be a bit annoying. The cornering on large turns works really well, but on smaller turns I can't get the control I want.
If possible, I'd like to maintain grip when not accelerating in a corner, and then drift when I accelerate. At the moment, not accelerating makes me drift and accelerating just makes me crash.
But, super cool =)
no, Cryengine 1 En.wikipedia.org
Great to see some progress, looks awesome
that's pretty awesome =)
you mean a 560GTX and 4GB of ram surely?