Debriefing > Off-Topic Lounge

UE4 Facility (students project)

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kraid:

TriDefiance:
I'm not too familiar with how UE4 graphics are supposed to look like, however when I see this I'm not that impressed :/ The source engine does the job well in making sure facility has a modernized look with the classic feel to it. This just removes the classic portion of it entirely. All in all it was a good to see what other engines can do with such a popular map.

Mike [fourtecks]:
I wish I could get phong-like specularity in the Source Engine on world geometry/LightMappedGeneric. Static cubemaps are so god-damned ugly and don't behave realistically. CSGO now has the ability but a big shortcoming is that it only works for light_environment (sun)

Jonathon [SSL]:
I prefer Fourtecks' grimier look, and the static prop/mesh scaling in his (for example, railing thickness) is a lot better IMO. The wall textures in the UE4 map look awesome because of the phong spec though.

I assume this was probably done under time pressure for an assignment though, so comparing it to Fourtecks' 10 years of iteration is hardly fair haha.

Rick Astley:
yeah it doesnt look grungy enough
it looks very vanilla

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