This member has provided no bio about themself...

Comment History  (0 - 30 of 76)
unrealer2 Sep 25 2013 replied:

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

+1 vote   news: Release Plan and Soundtrack
unrealer2 Nov 21 2012 says:

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;)

+1 vote   news: New trailer, new images, new content!
unrealer2 Aug 6 2012 replied:

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

+2 votes   media: Girl - Mudbox + Blender
unrealer2 Jan 4 2012 says:

Another screenshot with much more specular lighting:

+1 vote   news: [w]tech - Realistic Skin and Roadmap
unrealer2 Jan 3 2012 replied:

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

+1 vote   media: Skin Shader
unrealer2 Jan 2 2012 replied:

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

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

+2 votes   media: Bermuda - Skin Shader
unrealer2 Dec 30 2011 replied:

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 ;)

+2 votes   news: PD - Day/Night Cycle Video
unrealer2 Sep 25 2011 replied:

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

+1 vote   media: Normal Ship
unrealer2 Sep 7 2011 replied:

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;)

+1 vote   news: PD - First ship and the "Pulse-Drive"
unrealer2 Jul 21 2011 says:


+1 vote   news: The level editor
unrealer2 Jul 21 2011 says:

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

+2 votes   news: The level editor
unrealer2 Jun 11 2011 replied:

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:

+2 votes   game: BeyondJupiter
unrealer2 Mar 20 2011 replied:

Thx :)

+1 vote   media: EWOBJM (January/February)
unrealer2 Mar 16 2011 says:

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;)

+1 vote   news: HDR-Rendering in [w]tech
unrealer2 Feb 28 2011 replied:

[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;)

+1 vote   game: BeyondJupiter
unrealer2 Feb 22 2011 replied:

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.

+1 vote   news: IndirectLighting in [w]tech
unrealer2 Feb 3 2011 replied:

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

+1 vote   news: [w]tech - Demonstration of LightPrePass
unrealer2 Feb 3 2011 replied:

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;)

+2 votes   news: [w]tech - Demonstration of LightPrePass
unrealer2 Jan 4 2011 replied:

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;)

+1 vote   news: #5 EWOBJM on ModDB!
unrealer2 Dec 30 2010 says:

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;)

+2 votes   news: New Core and GUI
unrealer2 Sep 16 2010 replied:

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

+1 vote   media: Dragon
unrealer2 Sep 13 2010 replied:

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.

+1 vote   media: Dragon
unrealer2 Aug 27 2010 replied:

Take a closer look:

+1 vote   media: Blooming-Update
unrealer2 Aug 6 2010 replied:

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

+1 vote   media: Wallpaper-Clients
unrealer2 Apr 30 2010 replied:

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.

+1 vote   news: #2 Gameplay, Characters
unrealer2 Apr 25 2010 replied:

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.

+2 votes   engine: [w]tech
unrealer2 Mar 29 2010 says:

You should have installed these files before starting the demo!

+1 vote   download: #1 Techdemo of [w]tech
unrealer2 Mar 28 2010 replied:

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:)

0 votes   media: Captain [rendered in xNormal]
unrealer2 Mar 17 2010 replied:

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.

+1 vote   game: BeyondJupiter
unrealer2 Mar 16 2010 replied:

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.

+4 votes   media: Bodyguard [Rendered in xNormal]
Last Online
Feb 13 2014
Germany Germany
Become friends
Member watch
Start tracking
Comment Statistics
Per day