Here you go:
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Lol, that leap out of the jeep
"'Scuse me, Sully - wooh whoa!"
Here you go:
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But seriously, considering the splash effects are just sprites, that splash should have been much bigger.
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Feel sorry for the guy, doubt I would be able to resist looking through it.Not sure if it has been posted, but someone got shipped the Art of Uncharted 4 a bit early
Here is the post from Reddit
You know what this means? This person isn't the only one that got the artbook, so ending spoilers may be out there.
Mud on the windshield disappeared.
Not sure if it has been posted, but someone got shipped the Art of Uncharted 4 a bit early
Here is the post from Reddit
You know what this means? This person isn't the only one that got the artbook, so ending spoilers may be out there.
That's a fuck-up. The game comes out in a month.
Ooof, that's a fuck-up.
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It was washed away by the waterfall.
Thanks but I meant the part that he stops and looks at them. 3:15
https://www.youtube.com/watch?v=ChwaJ9ReYvU
Here you go:
Here you go:
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Here you go:
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Not sure if it has been posted, but someone got shipped the Art of Uncharted 4 a bit early
Here you go:
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Yup.ApparentlyandChloeare back !Cutter
Yep.Uh oh. Not clicking those spoilers lol. Time to stay away from Uncharted threads now.
Rude.
Thanks!
would be awesome if Sully or Sam drove the jeep away from the waterfall.
Your avatar and the way you're so helpful with the gifs makes me think you're a really nice guy
The decals should disappear with a dissolve effect or something. Even when going straight under the waterfall the instant mud -> no mud transition is jarring.
ApparentlyandChloeare back !Cutter
Rude?
I think the game got confused there, because the water isn't very deep where Nate lands in that gif. The game probably assumed that he just walked into it. Though some of the splashes when driving with the jeep also look very weak.
I mean the content of the gif, silly.
So happy if true!
He means rude of Nate to park the Jeep where they get soaked lol. You are a shining star, no worries.
I always love ND's character design. Something about it is very special
Not sure if it has been posted, but someone got shipped the Art of Uncharted 4 a bit early
Here is the post from Reddit
You know what this means? This person isn't the only one that got the artbook, so ending spoilers may be out there.
Here you go:
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Agreed. There is virtually zero 'uncanny valley' due to their artistic style/vision. Characters feel believable and real, without falling prey to that it seems.
Not sure if it has been posted, but someone got shipped the Art of Uncharted 4 a bit early
Here is the post from Reddit
You know what this means? This person isn't the only one that got the artbook, so ending spoilers may be out there.
huh nice.
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This GIF is quite interesting because water caustics similar to this is one of the things they were advertising would be included in the original Uncharted in the early tech demos I believe.
I think there are GIFs available of those probably, not sure if I have them saved. This is a shader version of caustics I'm sure though.
i don't understand, the game will have real water caustics or the same shader based version like the previous uncharted games ?
Here you go:
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Thanks but I meant the part that he stops and looks at them. 3:15
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https://www.youtube.com/watch?v=ChwaJ9ReYvU
Imagine parking under the waterfall and the jeep fills up with water, forcing the npcs to open their doors, causing water to rush out. Now their clothes are all wet and and they start complaining.
More of this type of stuff in games is what I want.
The same is probably true of Drake.
I'm assuming all of these game mechanics will be in the next Tomb Raider game huh? LOL
I think it's just a shader one, at least for these puddles and scenes.
Might have other kind of water elsewhere, but probably mostly or all shaders I would assume.
But was just highlighting how despite the "actual water caustics" probably not being present most of the time, the concept/application of some way to simulate behaviour of water is still there.
Many games in the past have had water caustics, generally pretty simple stuff though, Dark Cloud specifically in the fishing ponds or the "drinking ponds" in dungeons for example all the way back in 2001.
All just matters what they feel is appropriate for the scene/hardware/etc. Looks good in this though, quite an advanced shader.
The shader seems doing caustics emulation if you notice the ripples seem to interact with each other (troughs and peaks is the simplest way to describe it). It's just that it is a shader and not changing the actual model of the water, but it is still an emulation of water caustics where ripples interact with the characters, environment, and even other ripples, that is demonstrated through a shader solution.