Latest GC:Palestine screenshots

Here’s the latest stuff



Absolutely stunning work! I’m sitting here slackjawed staring at these shots. Could you show us a few more in Unity Scene View… I really love those ones. Really amazing though, I’m going back to stare some more :wink:

Nice trees :stuck_out_tongue:

Looking better and better! I hope the gameplay is progressing as nicely as the graphics.

The last shot has power lines hanging in mid-air… Otherwise totally awsome and nicely polished.

I think that powerline is supposed to connect the two buildings. You’re right, though, that’s what it looks like.

I’m more concerned with the guy walking on top of the storefront in the second shot :wink:

looking great.
Boxy

amazing detail, and such a long draw distance… awesome!

Actually I think the reference is to the middle pole on the right, where the line is detached from the pole a little. Hard to see amongst all the awesomeness though. :slight_smile:

–Eric

I think I see my dad!

:slight_smile:

(old reference)

The only “new” problem i can se that people havnt mentioned is the total lack of shadows

but except from that it looks awsome, and im really looking forward to getting my grabby little hands on a copy

man that is really sharp looking. i can’t imagine how much research you guys have to do for a game like this.

nice ; )

exciting development. Nice models. I too wonder about using shadows. Very low Frame rate on my little test level were fixed by removing the blob shadows.

Are you planning on implementing the Unity pro shadow technique or will you use blob shadows or none at all?

looking good. great texture work and the lighting’s coming along. look forward to the next update!

[edit: casemon… you don’t think i can read do you?]

Looks awesome, great draw distance as mentioned. But man the total lack of even blob shadows knocks it down some. Hopefully that’s coming soon enough :slight_smile:

Cheers

i agree that it appears bright, but i see some lightly baked shadow work for level objects shown in the attached image.

i just assumed the style to be a bright day

also, pete, i think StarManta mentioned the floating guy earlier in the thread. The guy does look funny floating there, maybe he’s a construction worker? :slight_smile:

24201--865--$picture_2_213.png

I do agree with that, it would loook really really stunning with shadows. I’m quite surprised that there isn’t even any baking, does this mean you have something else up your sleeves? :slight_smile:
Boxy

I have a secret plan to do some really weird shadow hack :wink:

If I have the time. If not, We’ll just have to do without…

Oh yes I do see some shadow now, cheers casemon, but brighter day=stronger shadow :slight_smile:
shadow hack? sounds like a bad cough gollum :wink:
Cheers
Boxy

hi Nicholas,
shadow hack, sounds great, i mean i’m more or less stuck on my political game as well, where we -too- have to have shadows around the buildings etc…
i am now working with a pure vertex shader that takes the pre-lit backed mental ray values… but this quite big piece of urbanism, it is quite low-res still in terms of ground and buildings shadowing.
Therefore i would say, if you’ve got idea’s for that it’ll be most welcome.
I can try out things for you as well if you cannot afford the time for ex.

Gon

Just to clear up on the “powerline mystery”, yep, the powerlines, are meant to be connected from one building to the other. However when no shadow are used, it will look like its floation from certain angles.
I used that several places in the city, to get a more “leveled” experience. To comment on the “visual quality”, for the budget, and time available, it’s ok.
But with everything, so much more could be done! Nich’s idea with using shadows, will definately add so much more!
Another thing that also would bring this to a great better look, would be to change the skybox…it is not matching the rest!

@lildragn>…There is also a lildragn moderator on cgtalk…is that you?Just curious.:slight_smile:

Kind Regards, Danni