still prefer the sof train level ;) what exactly do u think about graphics getting worse?
NORMORD
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So I think 3D game graphics peaked around 2010. At that point, we had enough power to render any artistic vision. We had programmable shaders, and you could do all sort of post processing, there really were no limits except your own imagination (compared to say 2000 when everything was super basic).
Since then, we've increased poly count, shader processing, all sorts of effects, but the art isn't any better. We're chasing the wrong things. Sure, Unreal Engine 5 looks real, it's amazing, but it doesn't really add anything to the game. A bad game will still be bad if rendered in Unreal 5.
Meanwhile you have games like Windwaker on Gamecube, that look as good today as the day they came out. Because there were real artists designing the graphics, and taking risks, and doing something original. Any no amount of polygons or shader effects can improve that.
yeah the art direction in most games sucks, no real inspiration anymore ive never seen unreal as a game engine really,, tried it a couple of times,its more like an amazing realtime rendering app. if u check artstation, unreal is more used for environments
I mean, you still do see good games, mostly indie ones, where people try different art direction. We had another thread with some photos, I won't rehash that here. But most mainstream games just don't look good. Then you have stuff like PUBG, which sure made a lot of money, but it looks horrible. Battlefield 3 looked way better 10 years ago. Plus PUBG ran like a dog on my machine, when it came out I had a Titan X, and it was like 45 fps. I played Battlefield 3 on a cheap AMD GPU and it was fast. It just doesn't make sense.
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i actually even like the old 'build engine' games , like blood. they had limited power but the creativity with the sprites and textures was amazing.
ive actually didnt played any game the last 10 years lol. it was always more of the same, and i prefer creating stuff myself
The build engine was pretty good. I think because there were lots of limits back then, the artists had to be more creative. It's like, if you get an assignment (at school or work or whatever) it's much easier if the client tells you exactly what the parameters are. If someone says, here, you have 6 months to make anything, and you have no idea what they actually want, then you are setting yourself up for failure.
finished two more weapons
https://sketchfab.com/3d-models/persuader-v2-7ee40243987d4e84aa82f55850c61121 https://sketchfab.com/3d-models/bayonet-db854c9161a54c86926b5ac4b81b6e7f
still working on the arms tho
Quality is looking nice.
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@cybereality said: Quality is looking nice.
tnx!! the art style im aiming for is old, dirty and rusty they look great in godot alpha i must say ill start on the first person animations
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Yeah, the style is good. The colors remind me of Metal of Honor, but obviously with much better graphics.
testing out some modular dungeon elements in alpha 4 no weapons visible yet as i cant fix the viewport issue
Looks cool.
tnx ! making spider webs now
testing out pistol animations
That looks great.
@cybereality said: That looks great.
tnx! weapons look a bit weird with the high FOV, so im hoping they'll fix the subviewport issue soon. im getting pretty comfortable with blender btw ;)
Looks perfect to me.
not really imo weapons are rendered now at an FOV of 70 looks maybe ok for smaller weapons like the pistol/knife/ revolver but it gets really noticable with larger weapons an FOV of 40 is ideal for fps weapons rendering
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Worth perhaps experimenting with what bungie does, put the reticle/aim crosshair at 3/5ths to 2/3rds of the screen down so less of the view is blocked by the weapon:
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@Megalomaniak said: Worth perhaps experimenting with what bungie does, put the reticle/aim crosshair at 3/5ths to 2/3rds of the screen down so less of the view is blocked by the weapon:
that actually doesnt look as bad as thought it would. needed to rotate the weapons a little upwards to lign up with the crosshair. im not sure how to get the correct raycast position now tho