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Thread: Zero Time to Spectacle

  1. #61
    A Loose Screw Phopojijo's Avatar
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    Re: Zero Time to Spectacle

    Quote Originally Posted by jahrain View Post
    Hey I had to find at least something to complain about.
    But yea -- don't worry... most of the textures are authored at 2048's for color and normal maps.

    Actually most characters are 2x2048's for the normal and color maps (4 total + specular and such)
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  2. #62

    Re: Zero Time to Spectacle

    I figured everything was at a moderately low resolution. (compared to the developer screen shots). But you don't really notice the difference until you walk right up to a surface and look at it to observe the large texels.

    The only real minor complaint I have about the graphics is on how up close, all the surfaces look like greasy, glossy plastic coated surfaces. This isn't just ut3, but in bioshock and other unreal 3 engine games. I don't know if its just a engine limitation, but better detail shaders should be implimented to obscure out that horrible plastic gloss on rough surfaces such as bricks, wood and concrete. I'l get some screemshots in a moment of what I'm talking about.

    This isn't a real complaint, just me unnecessarily nit picking at something I would work on fixing if I was an artist for UT3.
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  3. #63

    Re: Zero Time to Spectacle

    I sure wish I was ross and had complete immunity to flame baiting infractions. Also I agree about the greasy surfaces... At first I thought Shangri La was a rainy map when I saw the ground
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  4. #64

    Re: Zero Time to Spectacle

    Here is what I was am talking about.











    This really isn't such a big deal because you really need to pay attention and look closely to see it. But it looks as if almost every surface has the exact same shader, just with different bump and color maps.
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  5. #65
    chillin like a villan
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    Re: Zero Time to Spectacle

    took some pictures, from the demo i dont own , these are max settings, every texture looks extremely flat and im not very impressed, never said the visuals are bad, im just dissapointed in them, the screens look better then the actual game does, but as some people said apparently its actually hard set to medium so there you go.

    notice the water looks pretty meh, and these wall textures, most textures int he game are like this but with a generic bumpmap slapped on like the ones jahrain has shown, but looks like they havent even bothered with any level of detail on these walls

    and heres some links to beter examples of ut2k4 images then what was posted above
    http://www.nvnews.net/previews/radeo..._4xaa_8xaf.png
    http://www.unrealtechnology.com/screens/SkyExample.jpg
    http://www.unrealtechnology.com/scre...pleteScene.jpg
    http://www.unrealtechnology.com/scre...edLighting.jpg




    Last edited by X3RO SHIF7; October 15th, 2007 at 11:30 PM.
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  6. #66
    Is Fuct alby's Avatar
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    Re: Zero Time to Spectacle

    All textures in the demo are low resolution to keep the demo under 1 gigabyte. Also in the Nvidia control panel you can force 16x AF and 16xQ AA.
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  7. #67
    I R Serious Texra DaneO'Roo's Avatar
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    Re: Zero Time to Spectacle

    ^ exactly.

    Though, I really don't know whats up with the detail bumps though.......those look fail.
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  8. #68

    Re: Zero Time to Spectacle

    No offense to anyone but they remind me of the unnecessary detail maps put on everything in the CMT mods.
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  9. #69
    I R Serious Texra DaneO'Roo's Avatar
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    Re: Zero Time to Spectacle

    Blame Masterz for that.
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  10. #70
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    Re: Zero Time to Spectacle

    Quote Originally Posted by jahrain View Post
    The only real minor complaint I have about the graphics is on how up close, all the surfaces look like greasy, glossy plastic coated surfaces. This isn't just ut3, but in bioshock and other unreal 3 engine games. I don't know if its just a engine limitation, but better detail shaders should be implimented to obscure out that horrible plastic gloss on rough surfaces such as bricks, wood and concrete. I'l get some screemshots in a moment of what I'm talking about.

    This isn't a real complaint, just me unnecessarily nit picking at something I would work on fixing if I was an artist for UT3.
    yea i was thinking the exact same thing rly. it's just a matter of specularity really.

    it looks like they sprayed a clear-coat over everythign, adn then polished up to boot. it's all just too shiny.
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