I guess some buildings in my city also look like total garbage: so cubic, with plain colour surfaces...Is it just me or the urban environments look like total garbage? Low poly and super basic texturing (sorry for the low quality captures, I'm on an ancient iPad):
Legendary Hatari classic.I used to love Phong at the arcades when I was little.
Is it just me or the urban environments look like total garbage? Low poly and super basic texturing (sorry for the low quality captures, I'm on an ancient iPad):
Even when compared to an overcast picture the shading manages to look flatter.That's pretty much how Tokyo Expressway looks in real life.
Even when compared to an overcast picture the shading manages to look flatter.
Looks great to me considering what it should be on that environment.Even when compared to an overcast picture the shading manages to look flatter.
Although I would agree about AO and such, your comment about "low poly" doesnt make sense. Buildings are simple shapes. Why waste polygon budget that wont make a difference?This has nothing to do with the setting. Those buildings would look bad even on a an early PS3 game. Extremely low poly and no occlusion for direct nor ambient lighting. Not even baked AO. As good as the cars and the HDR lighting look, those environments are mediocre at best.
This game doesn't have a dynamic TOD or weather. Simple occlusion can be easily baked. This is just the developers doing their bare minimum with the environments.Price to pay for a 60 fps game, if you're hoping to see buildings as detailed as DriveClub's or NFS's in a 60 fps racer then wait for next gen.
Since their low polygonal level makes them look totally fake I think it would be worth to improve on them. Basic beveling would go a long way in enhancing their realism.Although I would agree about AO and such, your comment about "low poly" doesnt make sense. Buildings are simple shapes. Why waste polygon budget that wont make a difference?
Dynamic TOD or weather could be easily added via a patch and then some. Racing games theses days are all about ongoing patches.This game doesn't have a dynamic TOD or weather. Simple occlusion can be easily baked. This is just the developers doing their bare minimum with the environments.
Don't see how basic AO gets in the way of that.Dynamic TOD or weather could be easily added via a patch and then some. Racing games theses days are all about ongoing patches.
It is not the polys that make them fake. Buildings have simple geometry. Adding more polygons would barely do any difference.Since their low polygonal level makes them look totally fake I think it would be worth to improve on them. Basic beveling would go a long way in enhancing their realism.
It is not the polys that make them fake. Buildings have simple geometry. Adding more polygons would barely do any difference.
Perfect hard edges don't exist in the real world. Simple beveling eliminates them, massively enhancing realism:It is not the polys that make them fake. Buildings have simple geometry. Adding more polygons would barely do any difference.
That suggestion would barely make a difference to even consider it.Perfect hard edges don't exist in the real world. Simple beveling eliminates them, massively enhancing realism:
Add basic AO on top of that and the problem is solved.
https://blender.stackexchange.com/q...sharp-geometric-3d-models-look-more-realistic
There's this thing called LOD...That suggestion would barely make a difference to even consider it.
You are talking about buildings far away that are constantly in motion and barely have the same importance as the cars, road and nearby objects. AO and shadows are a better resource investment.