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Cubemen 2 map not showing u
Cubemen 2 map not showing u








The third example he provided is even different from the first two. Normal maps, camera bloom are not going to give him "better" graphics as they aren't used (to any noticeable degree). He, in fact emphasized the look of Cubemen over the other. For example "normal maps" is valid for achieving the look in first image, but not needed in the second example. The responses provided didn't address specifics (which is difficult considering the differences). The OP posted two images, which are examples of two different styles and would be achieved in a variety of (and often separate). If the question is "how to get better graphics", responding with normal maps/spec/anisotropic filtering/whatever, fails to provide a valuable answer if the art style of the game is tool/cell rendered. Knowing what you want to do, and narrowing the path saves time and helps put gained knowledge in context. Throwing stuff at the wall without context or a plan is a waste of time. We heavily rely on tech and art to get us there.Ĭlick to expand.It is neither conceptual or nonsense, it is the starting point. There's a difference between messing around with some shaders and 3D objects and developing for next gen consoles and PC's day in / day out. The biggest enemy that always has and will be is time, if your an Indie something has to give. You really have to experience it from all sides, whether working at AAA companies or trying to replicate said technologies. By doing, not by some conceptual nonsense. You really shouldn't be telling beginners not to unravel the mystery of tech, that's how you learn. You really need to understand what makes it look good and why, which can be lighting / shadows etc. But in the total scheme of things, it's only a small part of a grander picture. Perspective is one thing, you need to know what looks good. Even if you did, its going to look dated in a few years.Ĭlick to expand.I have to admit I'm stunned by this, if you don't use paint exactly do you plan on making a painting? Using some superman like special mental paint powers? Engines are only tools, 3DSMAX and applications alike in the 3D dominion are only tools. It's pointless and you'll never get anywhere close to AAA quality. I bet its 95% just static lightmaps (been in use since first 3d accelerated games or something) yet it works just great.ĭon't try to achieve realism if you're an indie dev Especially Rochard's colorful and well chosen lights are huge part of its overall look. You don't necessarily need the fanciest light models to make things look good though.īoth of your OP example images' overall style comes mostly from lighting. I think the single most important technical aspect to game's overall look is lighting. The new Deus Ex game used warm goldish colors which made it more recognizable along dozens of other grey shooters. Everyone who played the game recognizes it instantly.Ĭhoose color palette and stick to it! You could for example choose a mood you're after in a level and then select few main colors you want to use throughout that stage. Not other way around.Ĭhoose an art style and stick to it! Limbo has its simple, distinct and very effective art style. You use shaders to achieve the style you're after.

#CUBEMEN 2 MAP NOT SHOWING U HOW TO#

Its going to look overprocessed crap if you don't know when and how to use them. Throwing in some fancy shaders here and there gets you nowhere. Thank the man above you didn't show me an outdoor scene. Bar DSSDO, I've not seem anything here you can't just buy. Or at least figure out how much it'll cost you on the asset store (Which is a decent amount). Try it in a few engines, see how difficult it will be to bring Unity up to scratch.

cubemen 2 map not showing u

Simplest thing to do, find a good well known asset pack. Like what you get in CryEngine out the box and then these asset's look simply Jaw Dropping. Add some post effect's like bloom, tonemapping, color sat / balance and post effect Anti Aliasing / maybe some DOF (Depth of field) if your feeling spicy. The assets still look good and you can make it look much better, slap a bunch of Illum blinn phong style shaders over the top with a decent GI / LPV lighting system, a sprinkle some decent shadow mapping / DSSDO, a dash of POM / parallax shaders in places and bobs your monkey. Click to expand.Most of that is good artwork, I bought a lot of Micheal O's asset packs for our concept demo and I know that even with the most basic shaders, which are Unity's in-built ones.








Cubemen 2 map not showing u