djskribbles
Legend
these are multiplayer shots, so maybe they're not as far in development for MP. i doubt they would strip shadows for the final game.
these are multiplayer shots, so maybe they're not as far in development for MP. i doubt they would strip shadows for the final game.
yes that is correct, Im not arguing against that, not only do u flag lights as non shadow casting u also take into consideration size of screenspace, what geometry is contained etcexplanation is that not all lights are created equal and some will not cast shadows.
yes partly correct, eg the encircled green part, but why is only the corner below lit, even though the normals of the mesh just to the up + also right of it are also facing towards the light.Red eyes: I don't think there are any shadows; the reason why it's not illuminating the entire cloth in front of his mouth is that the normals are facing away.
Then let them go play Halo and COD4 - where is it written that all games have to look, feel or even play in the same manner
Jack
How can you be sure those are a light-source and the red isn't just painted on? The eyes are constantly illuminated and so you could add the glow. also with the position of the mask, I think pretty much all light would be occluded from the mask anyway. If I were the dev, I'd probably flag the eye lightsources, if they are lightsources, as non-shadow-casting.yes partly correct, eg the encircled green part, but why is only the corner below lit, even though the normals of the mesh just to the up + also right of it are also facing towards the light.
A/ cause geometry is obscuring the light
..yes partly correct, eg the encircled green part, but why is only the corner below lit, even though the normals of the mesh just to the up + also right of it are also facing towards the light.
A/ cause geometry is obscuring the light
..
AO type contact shadows are depressingly absent from most games still, with conventional shadows being the only aspect grounding them to the scenery.Contact shadows would make those images a lot better.
http://www.gametrailers.com/player/usermovies/262294.html
Heres a video of someone playing the beta ! I didn't know there was one underway ! Anyways it shows the menu screens and all too ! The menu looks cool !
The item is under the "game" icon though. The KZ2 beta is rumored to start soon. So this is probably a private/internal beta like what R2 is going through now. There are at least 3-4 betas on the PS3 at the moment (Home, R2, Socom, LBP).
EDIT: Oh and MotorStorm 2 beta is coming next week too.
I think its safe to assume the red comes from a single light since its the same color as it (which is like I said before) positioned in front of the eyes + not where the eyes are.How can you be sure those are a light-source and the red isn't just painted on? The eyes are constantly illuminated and so you could add the glow. also with the position of the mask, I think pretty much all light would be occluded from the mask anyway.
why? if its can perhaps gonna take up a fair portion of the screen, eg I assume this guy is one of your teammates, I assume theres gonna be occasions in cutscenes etc when the face takes up a large portion of the scene, sure the other guys redeye lights prolly are to small onscreen that they dont bother about generating the shadowmaps.If I were the dev, I'd probably flag the eye lightsources, if they are lightsources, as non-shadow-casting.
And I'm also not sure about the eyes being actual lightsources, makes no sense when you can bake the effect into the texture.
They shouldn't illuminate anything in the enviroment unless it's completely dark, which usually isn't the case. Putting one or two lights there is totally unnecessary.
....you could catch a glimpse of the light from his googles reflected off the wall.