janaba wrote:There's a real awesome wedding ceremony taking place in the cavern tonight at 20:00 pm KI time btw., for all interested, and everyone's invited ... it'll be too late for me though at 04:00 am ...
Unfortunately, I missed it, but my best wishes go to them both of course...
Jhon J. Jaguar wrote:I all 3D projects there are three elements who can does the excellence of a job:
1 A special fantasy, who i tell it come from a desire to live in a splendid dream.
2 The passion, who can give the determination for to climb the difficolties we can find on the road.
3 The Heart, with that we can give soul and life to our projects and to pass on to all players our dreams and give an alternative live sistem, although in a digital world.
That sounds quite right, Jhon !
Personally I think the best 3D environments are those which can also reflect a specific feeling, most of the time the mood of the story that takes place in the world.
It's also worth noting a few of my Age ideas come from actual dreams I had. It's funny, because that's when you have the simplest yet brightest ideas, probably because dreams are more about feelings than coherent thinking.
Wow, that sounds queer. Well, whatever it takes to get good ideas !
Yali wrote: Here are two more from my YouTube channel:
Temple and Katha Island
Stunning, once more. It's funny, Unreal 4 has a very specific way to do lighting and bloom, which is quickly identifiable in videos.
I'm always impressed at how people can do incredible things with only a small corridor or hall, only with texturing and lighting...
Yali wrote:We never even textured our levels the whole semester!
You know, I recently found an awesome game using almost no texture (excluding lightmaps, obviously). It's called
NaissanceE (which could be translated as BirthH, I guess).
The whole environment is designed with blocks, and yet it still feels really natural and awe-inspiring. I think it's more an interactive piece of art worthy of a museum than a game, really...
Unsurprisingly, it's using Unreal
And two new shots of the city:
- Show Spoiler
I combined two textures for the water, which results in more waves when looking from a distance, while remaining detailed in close-ups. I still have to figure out better, depth-based transparency. And I'm slowly progressing on more architecture...