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By the way, I know some people mentioned improving lighting skills, and I finally found an article that actually discusses some of the theory behind lighting that I can comprehend: http://www.blog.radiator.debacle.us/2015/03/lighting-theory-for-3d-games-part-2.html
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He kind of repeats all the stuff I got saved in presentations elsewhere (he uses some of them as quotes in his articles), but that's ok.
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I think he says mostly obvious things... but might be a good read to a person new to mission design.
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Yeah, demagogue, in part 5 of the article he mentions The Dark Mod because of how it undoes the hard shadow features of idTech4, which is pretty neat.
And mostly I had issues with other materials being circulated here in regard to lighting because they didn't really explain the function of lighting and its placement.
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Anyone have much experience with CryEngine/Lumberyard? I'm trying to figure out why it isn't used by more teams, and why a lot of games made with it tend to be buggy.
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A lot of bugs in the engine can be "fixed " by including "-RenderProfile Max 45" in the launch parms, iirc. Idk, I use it for virtual photography / reference imaging only now, for painting or other digital image / bullshots.
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microsoft cancelled a game with them, causing the money problems, and they had to get rid of their uk studio. Uk studio is still there its just not part of crytek anymore. I heard they were working on a new engine so it might be why they are not fixing the old one.
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The specific examples I'm thinking of are Sonic Boom and Homefront: The Revolution, but I think the work environments for both were pretty strenuous. The new Prey game uses it, though, and seems to be pretty solid.