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unrealer2
unrealer2 @ Release Plan and Soundtrack

Thank you for the feedback! The final version will be more polished than this version ;)

Good karma+1 vote
unrealer2
unrealer2 @ New trailer, new images, new content!

Great graphics! You should invest some work in the textures, they are repeating a lot and the path has very square-like outlines. I really love the lighting btw;)

Good karma+1 vote
unrealer2
unrealer2 @ Girl - Mudbox + Blender

I have used Blender sculpting tools for years and mudbox is far superior. Especially texture painting is not comparable to blender's ;)

Good karma+2 votes
unrealer2
unrealer2 @ [w]tech - Realistic Skin and Roadmap

Another screenshot with much more specular lighting:
Moddb.com

Good karma+1 vote
unrealer2
unrealer2 @ Skin Shader

It is possible to use a mask texture to adjust where the lighting should be more or less blurred.

Good karma+1 vote
unrealer2
unrealer2 @ Bermuda - Skin Shader

Programmer said: Less specular, less specular! He looks too wet!

Artist did it. Artist will never again listen to the programmer xD

Moddb.com

Good karma+2 votes
unrealer2
unrealer2 @ PD - Day/Night Cycle Video

Good idea :D We have planned to let the cubes glow depending on the beat of the current soundtrack. But first we have to finish the implementation of this feature in [w]tech ;)

Good karma+2 votes
unrealer2
unrealer2 @ Normal Ship

It was baked in Blender to get a better idea of the proportions. Maybe we will combine later real-time AO and baked AO :)

Good karma+1 vote
unrealer2
unrealer2 @ PD - First ship and the "Pulse-Drive"

Yep. We have planned to use some kind of beat detection. More information about modding and own music tracks will follow in some of the next news;)

Good karma+1 vote
unrealer2
unrealer2 @ The level editor

Wow!

Good karma+1 vote
unrealer2
unrealer2 @ The level editor

Great! Is there already voxel based terrain in Unity or did you use an external library?

Good karma+2 votes
unrealer2
unrealer2 @ BeyondJupiter

The style of BeyondJupiter is not caused by [w]tech but by me. You can write your own HLSL shaders in [w]tech and we have planned to give your the control over the post processing. At the moment there are different parameters in the settings but later there will be a post process chain with nodes or similar. Wait for some of the next [w]tech news, where we will show some other "examples" rendered with [w]tech. Or take a look at one of our older face tests, which should give you an impression:

Moddb.com

Good karma+2 votes
unrealer2
unrealer2 @ EWOBJM (January/February)

Thx :)

Good karma+1 vote
unrealer2
unrealer2 @ HDR-Rendering in [w]tech

There are many different parameters in the world settings to adjust the current post processing, you can even deactivate it. Later we will build in something like a post processing chain or node editor.
So don't worry about blinding and similar, it's still under control of the artist;)

Good karma+1 vote
unrealer2
unrealer2 @ BeyondJupiter

[w]tech renders are our ingame screens at the moment. We need to develop [w]tech further to be able to create a real game or worlds, so you will have to wait a litte bit till we can present you real ingame screens;)

Good karma+1 vote
unrealer2
unrealer2 @ IndirectLighting in [w]tech

The samples above are a little bit extreme, we know. This feature can help you to illuminate a room more or less realistic. If you take a look around you, most seems do be unlit because of a diffuse reflection of light. Our "IndirectLighting" is just a very simple fake, but most time it is enough to get a good result and it costs no performance at all. You should keep in mind, that it is optional and adjustable. SSAO and similar will be build in with the other post process effects.

Good karma+1 vote
unrealer2
unrealer2 @ [w]tech - Demonstration of LightPrePass

outspoken "v" = ausgesprochenes "wi" ;) But I think it is not so important how you spell the name of an engine, it is much more important what it is capable to visualize:D

Good karma+1 vote
unrealer2
unrealer2 @ [w]tech - Demonstration of LightPrePass

Lighting of transparent shaders is not possible with such a technique. In fact, you can decide whether to have dynamic lighting or lit transparent shaders when you integrate lighting into your engine. We decided to have dynamic lighting, but probably we will look for a way to get lighting on transparent areas, like with static light maps.

DoubleU tech sucks, so don't mind;)

Good karma+2 votes
unrealer2
unrealer2 @ #5 EWOBJM on ModDB!

Thx for your reply and idea:) This weekly update will be only on [w]techportal, on ModDB there will be every month one. So all in all your idea is already realized:) At the moment we are working on a gamedocument, maybe we will publish some extracts with upcoming news on ModDB;)

Good karma+1 vote
unrealer2
unrealer2 @ New Core and GUI

Ehm, I think there is a big missunderstanding: We are focused on usability! But the whole GUI isnt finished yet, even the browser on the right hand side has not reached final status. On the left handside is only a placeholder for further boxes.

[WuTz]! has written the whole Framework by himself so we are glad that it is working properly and we have decided to give it a more modern and dark look, but we will not waste any space for effects or make it more complicated because of style-elements. Things like shadows and the whole color scheme will be adjustable;) And as already said: most elements arent integrated by now. But we wanted to present you our own framework and to give you an idea how it will look like. Don't worry about usability;)

Good karma+2 votes
unrealer2
unrealer2 @ Dragon

We will have a second look at the wings, thank you :)

Good karma+1 vote
unrealer2
unrealer2 @ Dragon

Why not:) I just had the desire to model a dragon and thought: A dragon as boss is at any times a good idea. You will probalbly face him in on of Mr.Duke's missions.

Good karma+1 vote
unrealer2
unrealer2 @ Blooming-Update

Take a closer look: Abload.de

Good karma+1 vote
unrealer2
unrealer2 @ Wallpaper-Clients

Ough :D There is much space left for crazy stuff:D And our fantasy is not at its end...

Good karma+1 vote
unrealer2
unrealer2 @ #2 Gameplay, Characters

All the three images of the different gametypes are just sketches made with WIP models and OpenOffice. They shall give you an idea of the position of the camera and the possibilities in game design.

Good karma+1 vote
unrealer2
unrealer2 @ [w]tech

Yes, and we love it:D But at the moment we are using Blender for sculpting but we will test a model made in sculptris in [w]tech very soon. We are going to use it for modeling characters and decoration for BeyondJupiter, too.

Good karma+2 votes
unrealer2
unrealer2 @ #1 Techdemo of [w]tech

You should have installed these files before starting the demo!

Microsoft.com
Microsoft.com

Good karma+1 vote
unrealer2
unrealer2 @ Captain [rendered in xNormal]

Quote: "You are right. It is just a render in xNormal to test how the LowPoly Version of the model looks with its NormalMap and the Diffuse. The shader is not very complex and you have to decide to make it completely shiny or not. It will look very different ingame ;) "

;) We will test different types of shaders:)

Good karma0 votes
unrealer2
unrealer2 @ BeyondJupiter

We are planing to realese it as a commercial game but it is long way till we can really decide about it. Probably it will released as download game on plattforms like Desura or Steam and we hope that we will manage it to compile a XBox 360 version of BJ to release it on XBox Live as arcade game.

Good karma+1 vote
unrealer2
unrealer2 @ Bodyguard [Rendered in xNormal]

DirectX is just interface between your graphics card and windows an it does not influence the amount of details of a model. In addition to that we are not creating an First-Person Shooter. Therefore we do not aim for photo realistic graphics and prefer a comic look. Probably we will use Tesselation to control the smoothness, or in fact the polygon amount of each model, when [w]tech is ready for it. Engine and Game are still under development, that screenshot above does not represent the later quality but should give an idea of our style.

Good karma+4 votes
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