HD SH shot (new standard)
Posted: (090601)(02:06.12)
Here is a proper-HD (1920x1080) screenshot of Shadowing Hate. It's a scene I'm sure most have seen before, it's on the website already, but in a definition that marks the new standard for the project, proper HD widescreen, as the project adapts to 16:9 ratio.
http://www.violationentertainment.com/t ... 090531.jpg
This shot was once considered to be somewhat a benchmark of standards in terms of details, both texture and geometric, but has now become obsolete as we drive a new level of defintion into the game for the high-detail release. This shot has a small amount of this "new" level of definition, the amount of trash on the ground and some of the texture use. From now on, we will focus on this level of detail and make sure we portray exactly what we're aiming for - a project that will outlive its peers in terms of its technical ambitions, pushed way beyond the standards of games like the original Quake IV.
I'd like to add, however, that this doesn't mean mapping will take THAT much longer to do. The real hard work still remains in how a map is constructed in a traditional sense, the structure and efficiency, and NOT in these fine details that are merely complimentary. It's actually not all that difficult.
http://www.violationentertainment.com/t ... 090531.jpg
This shot was once considered to be somewhat a benchmark of standards in terms of details, both texture and geometric, but has now become obsolete as we drive a new level of defintion into the game for the high-detail release. This shot has a small amount of this "new" level of definition, the amount of trash on the ground and some of the texture use. From now on, we will focus on this level of detail and make sure we portray exactly what we're aiming for - a project that will outlive its peers in terms of its technical ambitions, pushed way beyond the standards of games like the original Quake IV.
I'd like to add, however, that this doesn't mean mapping will take THAT much longer to do. The real hard work still remains in how a map is constructed in a traditional sense, the structure and efficiency, and NOT in these fine details that are merely complimentary. It's actually not all that difficult.