New Unreal 3 pic

xexex said:
691_0001.jpg


nice high polygon nose

The only thing it has on Doom3 is higher polygons at the moment, texturewise it's nothing spectacular.. I can even say Doom 3 does curved surfaces better. I don't see the hype.
 
sonycowboy said:
Looking at all of these next gen shots just reinforces to me how much my TV sucks!

It will be an insult to these systems to NOT have a 1080p HDTV next gen.

99% of next gen console games will look like shit on 1080p native sets. 720p interpolated up to 1080p = shitty image (1.5x).
 
Shogmaster said:
99% of next gen console games will look like shit on 1080p native sets. 720p interpolated up to 1080p = shitty image (1.5x).
Just have a TV that can only do 480i like mine, and watch your worries float away. :)

...

:(
 
That just looks insane! I have the huge trailer that shows off the Unreal 3 Engine and all its fancier points (wall textures with a sense of depth, etc.). It's just mind-boggling what they're doing. If in-game characters and environments are the quality of that character in this thread; holy shit!
 
tahrikmili said:
The only thing it has on Doom3 is higher polygons at the moment, texturewise it's nothing spectacular.. I can even say Doom 3 does curved surfaces better. I don't see the hype.

Umm...huh? It's got a more robust lighting engine (with soft, realistic shadows and all), higher resolution textures and bumps, and a generally more real look to it.
 
"it'll be clear that you're stealth-trolling. :p"

not really stealth if you ask me... like trying to hide a pink elephant behind a telephone pole in bright midday sun...
 
I hope that with the advent of actual realistic graphics comes the demise of these hoky nerf guns. The design of the weapon seriously looks pretty silly to me when before I didn't mind too much. Plus the texture work on the weapon is pretty bad compared to that of the character.
 
yeah lighting engine is superior to Doom 3. Soft lighting for one makes a HUGE difference. Also texture size and detail is HUGE as well. Doom 3 normal mapped characters textures had a fuzzy crap look to them, while these are clean clean clean.
 
tahrikmili said:
The only thing it has on Doom3 is higher polygons at the moment, texturewise it's nothing spectacular.. I can even say Doom 3 does curved surfaces better. I don't see the hype.

What? That model?

I hope that's all you are referring to, as the Unreal 3 engine goes far beyond what Doom 3's engine can handle...
 
LordPhlegm said:
Agreed.

It looks like he's glowing, for no specific reason.
The bloom looks better in-engine I'd imagine. I mean, then you have the surrounding scenery. If in an open area, it should blend the model's lighting with the surroundings better. PEACE.
 
True.

But still, in such cases as Fable, the 'glow' seems excessive. The characters don't seem too dreamy or the setting too fantastical; but rather, everything seems like a light bulb or a radioactive material.

Just me though. Heh.

But hopefully, the characters will look more fitting with an environment around .
 
cybamerc said:
The excessive light bloom looks ridiculous.

You have no clue..thats not bloom effects, its real time Light Sourcing and it adds a good amount of realism to this UT3 figure.
 
The bloom is a post effect. The light hitting the model is either a SH gradient or sourced from a HDRI image / cube map.

Bloom is something that happens in real photography. Star Wars A New Hope has lots of bloom especially in the indoor scenes.
 
Sorry for derailing this thread, but all this talk about bloom lighting makes me even more wish EAD would use LOTS of bloom lighting in the new Zelda.
 
dark10x said:
What? That model?

I hope that's all you are referring to, as the Unreal 3 engine goes far beyond what Doom 3's engine can handle...

Yes I was talking about that model. As far as what the Unreal 3 engine can ACTUALLY handle, we will have to wait for non pre-rendered shots.. It will without a doubt look better than Doom 3 with that kind of polygon count, but it will not be that much better.

Someone earlier said something about better lighting, and I disagree. Doom 3 does not have soft shadows but that's really irrelevant as current hardware take massive hits because of soft shadows as evidenced by KOTOR PC and Morrowind. Enabling them in Doom 3 would have caused extreme slowdown. Aside from that, Doom 3's lighting/shadows were solid, if flawed in a few isolated cases.

If there's one thing I can dinstinctly tell are superior in Unreal 3 pre-renders so far, it's the environments with displacement mapping and higher polygon count.
 
AssMan said:
Sorry for derailing this thread, but all this talk about bloom lighting makes me even more wish EAD would use LOTS of bloom lighting in the new Zelda.

Are you kidding? I ask because Ive noticed you requested this before. Otherwise I would assume you're being sarcastic.
 
Oh well, good news for me about the new generation is that companies are going to have to hire a lot of new people in order to make games look this good. Can't imagine how long it took to model that figure with the typical tools we use today.
 
tahrikmili said:
Yes I was talking about that model. As far as what the Unreal 3 engine can ACTUALLY handle, we will have to wait for non pre-rendered shots.. It will without a doubt look better than Doom 3 with that kind of polygon count, but it will not be that much better.

Someone earlier said something about better lighting, and I disagree. Doom 3 does not have soft shadows but that's really irrelevant as current hardware take massive hits because of soft shadows as evidenced by KOTOR PC and Morrowind. Enabling them in Doom 3 would have caused extreme slowdown. Aside from that, Doom 3's lighting/shadows were solid, if flawed in a few isolated cases.

If there's one thing I can dinstinctly tell are superior in Unreal 3 pre-renders so far, it's the environments with displacement mapping and higher polygon count.

They ran the many of the scenes already shown in real time quite some time ago. The framerate left a bit to be desired(hung around the 20's give or take, but it was running on hardware it clearly wasnt designed for), but it was all running real time. That IS what the engine looks like.

Oh...and those models don't have nearly as much geometry as they look like. Theres a flatshaded vs bumped comparison of one of the creatures floating around somewhere, and the geometry on the model actually isn't that high.
 
we will have to wait for non pre-rendered shots..
Ummm. that is real time. Nothing pre-rendered about that.

Model Normal Map is generated from:
character_creation1.jpg


Model Normal Map is applied on:
character_creation2.jpg


unrealengine3c.jpg

Realtime in-engine shot

Unreal3engine-berserker.jpg

Realtime in-engine shot

I've seen UE3 run myself at E3. Everything they have shown is legit.
 
as bad ass as that looks (and it looks PHENOMINAL), it got me really iching to see what bungie's sgt johnson will look like with similar tech :)
 
belgurdo said:
It's as overused and played out as cel-shading, and is usually used as a cheap and distracting way to hide modelling flaws.

The picture here is fine though, although someone should tell the devs that fabric usually ain't that coarse
I love it. Have you seen it in Resident Evil 4? Like in the castle with the chandelier lighting? Man, it makes the game so much more amazing looking.

It also looks good in Prince of Persia in some places... though I would agree they kind of went overboard with it and would have looked better had they scaled it back.

But in RE4 its the shiznit!
 
Maybe I'm just jaded...I started out my MOD on the UT 2003 engine, and was dissappointed with it's engine, despite at that time looking the most advanced, but that was simply due to timing, not because the engine in and of itself was extraordinary. The game didn't even do VERTEX LIGHTING for its static objects right for God's sake.

It's good timing all over again. Epic knows when to show stuff to get some hype...you'll see this engine outclassed months after the game is released.

I've seen their tech demo too, the one that goes into its lighting techniques, and I'm not that impressed. It doesn't seem as unified as one is led to believe. Why should I create a pre-rendered shadow map for an object's shadows? Aren't those days gone? I look at his face and see some GREAT shadows, taking into account various sources of light...but in the demo this kind of model wasn't applied to the objects in order to apply shadows to the map.

Maybe I'm just expecting too much.

The animations are going to have to come a long way to match these kinds of models!
 
Tellaerin:

> Yes.

I'll admit that one went over my head. My point still stands though.

> If you insist on using the term that way even after being reminded of how it's commonly
> understood here, it'll be clear that you're stealth-trolling. :p

It certainly wasn't my intention to troll. If people choose to misunderstand me that's their problem.
 
DemonCleaner said:
when?




691_0001.jpg


vs.

Unreal3engine-berserker.jpg


teh difference!?
teh difference is one looks like a kick ass black guy in plastic armor that looks like it was made bysome cosplayer and the other looks like a cheesy 60s movie monstercostume.

but this is better looking than alot of toda's graphis and i reall want to seemore

mkeoardatslikeitadastrokeadiaoluseoesideofitproperl.ieedaewoe
mostofmpostwasopiedadpasted...letterletter
 
99% of next gen console games will look like shit on 1080p native sets. 720p interpolated up to 1080p = shitty image (1.5x).
GT4 upscales 640x500 to 1080 and clearly doesn't look like shit ;) And from what I heard, most 1080 sets have horizontal resolution closer to 1000 then actual 1920, which would make 720P match or exceed their horizontal res.
Now granted, for a real 1920x1080 display, there's a significant upscale, but unless you'll have games running in native 1080P to compare with, it'll look just fine.

This 'could' potentially be one diferentiating point between different consoles, if they won't all target same HDTV spec.
 
i can appreciate the technology that goes into the screenshot of that soldier, but damn does the art direction suck hard. that gun is simply a joke.
 
Great looking! For all of the criticism leveled against these graphics, the main thing is that this, like any game, is not meant to be just shown off in static screenshots. I'm certain...nay...more than certain that it'll look quite cool in motion...with all of the level assets in place and lighting to mesh the characters to the world quite well. Just seems to me that a lot of people are dead set on bitching to bitch...but hey...
 
ok, I've got no idea what this bloom effect is that you all go nuts about.

Can someone circle the spots on the pic where it's apparant, and explain it to me?
 
Ecrofirt said:
ok, I've got no idea what this bloom effect is that you all go nuts about.

Can someone circle the spots on the pic where it's apparant, and explain it to me?

See the white highlights on the side of the marines' face and the resulting glow...that is what is causing a ridiculous level of fuss.
 
Warm Machine said:
See the white highlights on the side of the marines' face and the resulting glow...that is what is causing a ridiculous level of fuss.
it isn't even the white highlights. that is a totally different effect. Bloom is on all surfaces, causes the light to reflect off the material and give a 'glow' of the color it is bouncing off of. It happens in nature, just not to this amount.
 
Fafalada said:
GT4 upscales 640x500 to 1080 and clearly doesn't look like shit ;)

Hey you jerk! You were suppose to get back to us about that confirmation like a month ago! You just got back from your vacation or something? Bad faffy, bad!

And from what I heard, most 1080 sets have horizontal resolution closer to 1000 then actual 1920, which would make 720P match or exceed their horizontal res.

I couldn't give a shit about those sets. You are talking about those "1080i supported" CRT sets. Fuck them. Most of those are like 800x480 or 800x540 sets. Using those for true 720p games is not that much better than using a 480i SD set.

Now granted, for a real 1920x1080 display, there's a significant upscale, but unless you'll have games running in native 1080P to compare with, it'll look just fine.

I'm not complaining about not getting the full res or anything, I'm complaining about interpolated blurry mess. Looking at DOA3 on my friend's Samsung 46" 720p DLP is alot more painful than on my 480i SD set, because you are upscaling 480 lines up to 720 lines. And that's not an even division. It's 1.5x upscaling. These sets that deal with native resolutions (like DLP, LCD, and Plasma) don't do well with any kind of scaling. Makes things look like turd.

You could just make the set display the image 1:1, but then you get a massive black border around everything, wasting all that screen realestate. It sucks. I actually prefer to play most XBox games on my 27" 480i SD set than on his 720p 46" DLP super television.

Funny enough though, playing RE4 on his DLP set was perfect because the game's 360 vertical res (widescreen from cropping 480 vertical line) allowed for perfect 2X upscaling on his set vertically. No interpolation= nice and clean image. Sure, it allows you to look at the poor textures that much bigger, but you don't get any extra ugly artifacts from interpolation of the image.

This 'could' potentially be one diferentiating point between different consoles, if they won't all target same HDTV spec.

I hope Xenon goes more PC route (like XBox), with true 720p support. My friend is using his samsung as both a TV and a PC monitor for his gaming box, and I really like that set up and hope to do the same by buying 720p DLP for cheap come november.
 
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