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.
As requested, close up images of the new HD tree bark using the new mapping technique I created.
The lumps and bumps make it look weird.
I agree with david, It looks really noisy and kind of repetitive? I can't really make up if it's just a noisy texture or if the displacement is too strong :/ could be because of it being a screen, but imho like this it doesn't look too good
I actually think it gives the tree some depth but I'm wondering how it looks at a distance.
This image is a bit nerfed because of DDOF I wasn't specifically looking at the tree but I only realised that after uploading. The texture also looks a bit weird because X-Ray is doing some odd texture stretching that isn't fully eliminated even with me making the height of the texture 2k.