All the models are placeholders at the moment. The artists are still working on the new models.
Its always funny to me to see how people who obviously have no idea how a game engine works are so quick to criticize them.
Those are some pretty good ZBrush sculpts you got there. I bet all those spikes and bumps on the dinosaur are a bitch to retopo though. Normal maps alone won't replicate that detail. The polypaint on the T-Rex is really nice. I would play with the proportions on that human head though. Seems too wide and the ears protrude a bit too much from the cranium but nice detail in the wrinkles. Try to add some pore detail.
Although you really should be posting these to a sit...
It takes a lot of time to make games in this new generation. All those amazing visuals you see in tech demos like Unreal 4 take artists months to years to complete. These remasters are just a way to keep some games coming in on a somewhat regular basis for the PS4 to avoid an all out dry spell. Give it time. You will see an all new next-gen God of War eventually. Give the developers time to not only create higher fidelity content but also time to innovate and keep these franchises fresh....
Sounds like desperation for site hits.
I agree. I will always choose physical media or digital if there is a choice.
If you already own it, and its in your download list, you will still be able to download it again after. This just means they won't be selling the dlc anymore. I can still download GT HD Concept, which hasn't been up on the PSN Store for years, because I got it before it was taken down. You don't lose access to content you already own.
I was thinking the same thing. It had better live up to the hype or else they're all gonna look like idiots.
If you read the article, he isn't letting them off the hook at all. I think he hit the nail on the head in basically saying Gearbox took on too many projects and Aliens suffered for it. Aliens became an afterthought to devote more company resources to BL2. That is exactly what happened. Gearbox deserves all the criticism its got for this, however I do firmly believe that if they had made Aliens a priority, it would have been the epic game that we all knew it could have been.
I'm still patiently awaiting Charles Barkley's Shut Up and Jam! Gaiden. Is that too much to ask for?
Just wait for all the people who preordered online to get their's during the day tomorrow.
Okay. Took me three hours but I finally caught a squirrel and found some candles. The blood goes in the disc drive right?
In the long run, it is cheaper for a PUBLISHER (notice I didn't say developer) to build a proprietary engine of their own to use on their own games. EA is doing it with Frostbite, Square Enix did it with White Engine (or Crystal Tools), Rockstar with RAGE engine, etc. Doing this is cheaper than licensing in the long term if the publisher has the R&D time and money to invest. More publishers are doing this now and that is why you don't hear about as many studios using Unreal or C...
So does every game engine.
Absolutely true. Every publisher wants their own proprietary engines now due to the cost of third party engines going way up. Its cheaper to spend the money to build one engine to use on all your games then to pay a license fee for every game you publish that uses someone else's engine.
Of course they moved to Frostbite. Its EA's proprietary engine. I doubt they even had a choice in the matter.
Money and contractual obligations. Devs get mixed up in messy situations all the time because of them and it only makes the devs themselves look bad.
I guess I need to look into them more now. Trying to do spec and gloss maps in Photoshop alone is a pain in the ass. Too much trial and error.
A friends of mine that work at a AAA studio that I'm not going to name told me they expect the games industry to fully adopt Mari in the next few years so I figured I'd get the jump on it and start learning it now. It does an amazing job and supports up to 30k textures but is mainly for painting extremely detailed diffuse ma...
Double post
Knowing what you're talking about is not allowed on N4G!
All joking aside, good to hear. I spent a good deal of time researching and learning PBR workflows this past summer and I have to say that is one of the best summaries of physically-based rendering that I've seen.
Biggest issue I've found so far with PBR is that until there becomes a standardized set of IOR indexes it's still quite open to the artist's interpretation of a material...