Description This character is taken from the Reality Eval Kit game demo. It's an 8k polygon in-game character using a normal map generated from a multi-million polygon hi-rez source model. The pixel shaders on it include specular reflections and per-pixel environment mapping. It's fully articulated down to the fingers with multi-track skeletal animations, and has ragdoll physics when killed. The Assault Rifle sniper zoom seen here uses a post process pixel shader, radial blur.
Does this seem too much like an ad to anyone else?
Interesting... it loosk good; however i'm wondering if you're showing off art, or you're displaying this in your own game/engine ?
Either way it's impressive for 8k (although the radial blur would be hiding any obvious artifacts due to it being a low poly character), either way it's nice
@Nomad: Even if this was an advertisement, who cares! These shots deserve to be advertised
very cool work Jeremy! any approximate time for when the game is going to be released? The way you guys work seem strikingly similar to what FarCry did in the sense that they released a game to show off their new engine. hope it's as good as FarCry.
We do want the developers here to put in their latest work, even if commercial, but they should be showing off some new tech, or describing how a technique works that they implemented. We have all seen Doom3 shots with normal mapping, do we really want Id to just advertize Doom3 here?
I know we are strapped for shots this early in the game, but I think we should start rejecting screenshots with little to no useful description for programmers.
That's a compliment these days. I love the effect created by the lens, could you give some more details about it?
I agree with nomad. A screenshot with a feature lists is pointless. I can get that popping up in a flash frame on most graphics sites....as I feverishly hunt for the X button.
Useful accounts of experiences or troubles implementing a feature are useful and interesting to read.
Yeah, knackered has a good idea about what is interesting to read.
I actually agree with knackered as well. At least a description of the technology and how a certain effect was achieved would be nice. Like this picture could really be of help if it had some implementation details on the blur. on the other hand though, these guys *are* indie developers y'know, and this kinda stuff coming out of an indie group makes us all proud. But as an indie, you should also know that other indies need as much info as possible...
On another note, post here (or as a news item) *as soon* as the realtime demo is up. And when are you going to write an article on engine design and development?
Interesting... it loosk good; however i'm wondering if you're showing off art, or you're displaying this in your own game/engine
I thought art was part of the development process. In which case I must say that the eyes do give the moster a gripping sense of realism. But then I see his mouth which I think could use a little tweaking. I don't think I'll coment on the technical aspects, need a little more study time to form a good opinion. Over all however, I am most definately impressed with this engine from what I've seen thous so far and looking foreward to see a working game for it.