The envisionment of SIN is to bring you what was promised by GSC for STALKER: Shadow of Chernobyl, instead of the gutted retail release we were left with. SIN aims to cover every aspect imaginable from gameplay intended to genuinely scare the player, to graphics for the absolute best visual experience, cut mutants, absolute realism, optimisations, stability, and a complete game mechanics overhaul, all without breaking the story. The idea is to present the player with a complete retail experience for the purist that liked SoC but wished it was far more fleshed out. In no way what so ever does SIN try to be like old beta or alpha builds of SoC, SIN aims to enhance everything SoC already has and give it continuity with CS and CoP - nothing more, nothing less.
Randomly stumbled upon the perfect lighting conditions to fully show the mapping of trees so figured I would snap it.
Looks good. Did you also retexture that mud road to the right? I really like the look of that, too.
I didn't retexture it I just used the mapping method I created for SoC on it
Well, that mapping method seems to pay off :)
The mapping method is actually a lot simpler than people would probably think but given so many of our concepts have been copied, or at least others have attempted to copy them without acknowledging who thought of and demo'd it first, thats why I'm skirting around the details on how to create the amazing normal maps in TK ;)
Looks good. It is somewhat strange looking on thinner branches.
Thats just X-Ray, trees aren't fully 3D so a lot of branches its just the 2D texture slapped on, its lame, but its X-Ray.
good job keep em coming.