Bagel seed
Veteran
Oh god the weed wacker is back... geez
I know it's early but those engine sounds are very old and too familiar.
I know it's early but those engine sounds are very old and too familiar.
Oh god the weed wacker is back... geez
The big problem I have with it is that the trees, columns, etc. don't cast a shadow on the car. The road is practically black from the shadow but the car magically passes through it, unfazed. Even though the some of the spectators move a little, they still appear to be cardboard cut-outs. Certainly don't add anything to the scene. The colors and contrast of everything however is spot on. It could also stand to get some dust or particle effects when the car comes off the pavement, and leave tracks in the sand / skid marks on the road.
You know, it is just GT4 with a spit-shine. It's not meant to be GT5.
What? Its true that the shadows don't go on the cars themselves. Look at the post below yours
No, i was referring to the engine noises.. and how they still sound poor, like a weed wacker
Oh......I'm sorry, I took your weed comment to be entirely something else
The big problem I have with it is that the trees, columns, etc. don't cast a shadow on the car. The road is practically black from the shadow but the car magically passes through it, unfazed. Even though the some of the spectators move a little, they still appear to be cardboard cut-outs. Certainly don't add anything to the scene. The colors and contrast of everything however is spot on. It could also stand to get some dust or particle effects when the car comes off the pavement, and leave tracks in the sand / skid marks on the road.
The environment and environment shadows are obviously "in work" but the car detail is really nice. Worth watching twice just to enjoy the car
I'd say they're the best solutions. If you environment lighting isn't dynamic, there's no point calculating it per frame and you can just 'burn it on' when creating the environments. Similarly the best way to get detailed backdrops at a virtual infinite distance away is to use photo backdrops. The amount of resources you'd need to model and light and shader realistic mountains is plenty that you could spend on the nearer detail (cars!) and wouldn't look as good as the real thing either.Interesting. So the environments have pre-baked lighting like the PS2 days again? And they're still using highres 2D bitmaps for the backgrounds?
I'm still not convinced that photo backdrops are used here anywhere, though!
They're limited 3D. It's possible to make out jaggie edges of overlapping polys what wouldn't be present in a straight photo. They're simple models with a photo mapped onto themThose mountains are definitely 2D.
It's what I called a 3D photo backdrop. The detail is a photo painted on, rather than modelled into the mesh, lit, and shaded.I'm still not convinced that photo backdrops are used here anywhere, though!