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.
Amazing.
I try :) Texturing the trees is a real pain in the arse though theres so much weird engine stretching that happens with these textures it took ages where I had to keep fiddling with the texture to get rid of the odd stretching.
This looks extremely authentic! The only thing that makes your screens look a little unpolished, as said before, is the lack of a decent AA. Not your fault, of course.
What can I say? Cryengine eat your heart out :p