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Unreal Engine / Re: High resolution pictures of the current game
« on: May 01, 2020, 10:31:27 am »
The imagery of the path and trees to the magic shop looks outstanding. The landscape is a really huge improvement. Thats becoming very realistic.
Its hard to see much detail from all those high vantage point screenshots. It doesnt really show much of the details imo.
You guys seem to be focused on porting everything over, which I dont downplay would be an enormous task of itself. I would imagine just getting the lighting right would be an effort in itself.
You guys seem to be doing a good job at taking full advantage of all these wonderful light sources. I can understand why as its the quickest way to see big impact for minimal effort. Those light sources do make or break the imagery. One of the things thats been bugging me, when I look at these images is that the materials look wrong. When I look at the materials on certain buildings, they look dense, badly stretched and with the wrong reflectivity settings in some cases. Understandably, materials bloat game size so I can understand why you guys choose to keep them as small as possible. In some areas, it does seem to work and you can get away with it but in other areas, it just looks completely artificial and fake. Light sources are definitely the bigger problem ( and getting it functional ) but time permitting, I think some of those materials could do with some work.
Yeah, that image of the magic shop looks really amazing. That arboretum looks pretty good as well.
Without a doubt, Lighting will have the biggest impacts... my second criticism would be Materials in certain places seems a bit artificial and un-natural looking.
Examples of bad material usage... Ojaveda Tents ( reflectivity is good, just what kind of material is that? Looks odd ).
It might be the distance but Gugrontid looks very dense. The mountains and greenery look awesome. Far screenshots might not do it justice but the rocks look very dense.
Its probably something you guys already know.
I got to admit, Im not a huge fan of the Lava and the Water in the Waterfall. That looks pretty crap to me. Blocky, un-natural and just visually wrong, but it might just be the distance of the screenshot.
Its hard to see much detail from all those high vantage point screenshots. It doesnt really show much of the details imo.
You guys seem to be focused on porting everything over, which I dont downplay would be an enormous task of itself. I would imagine just getting the lighting right would be an effort in itself.
You guys seem to be doing a good job at taking full advantage of all these wonderful light sources. I can understand why as its the quickest way to see big impact for minimal effort. Those light sources do make or break the imagery. One of the things thats been bugging me, when I look at these images is that the materials look wrong. When I look at the materials on certain buildings, they look dense, badly stretched and with the wrong reflectivity settings in some cases. Understandably, materials bloat game size so I can understand why you guys choose to keep them as small as possible. In some areas, it does seem to work and you can get away with it but in other areas, it just looks completely artificial and fake. Light sources are definitely the bigger problem ( and getting it functional ) but time permitting, I think some of those materials could do with some work.
Yeah, that image of the magic shop looks really amazing. That arboretum looks pretty good as well.
Without a doubt, Lighting will have the biggest impacts... my second criticism would be Materials in certain places seems a bit artificial and un-natural looking.
Examples of bad material usage... Ojaveda Tents ( reflectivity is good, just what kind of material is that? Looks odd ).
It might be the distance but Gugrontid looks very dense. The mountains and greenery look awesome. Far screenshots might not do it justice but the rocks look very dense.
Its probably something you guys already know.
I got to admit, Im not a huge fan of the Lava and the Water in the Waterfall. That looks pretty crap to me. Blocky, un-natural and just visually wrong, but it might just be the distance of the screenshot.