This scene was made in UDK, using just a single256*512 texture, and different tiling techniques to save texture memory.
Very clever, thought I’d share.
This scene was made in UDK, using just a single256*512 texture, and different tiling techniques to save texture memory.
Very clever, thought I’d share.
Impressive
Quite impressive!
That is amazing!!! Even the sound track was great!
Amazing on your end, but I feel it only speaks to the poor state that sci fi aesthetic are currently in. :T
But seriously, if you told me that was just one fucking texture, I would believe you. Bang up job.
the aesthetics aren’t really the point of this scene xalener (but still it looks good for what it uses i think).
The stuff he actually did with just one texture is very impressive. There is a lot more variance in textures than with regular texturing.
He did a lot more with a lot less resource use and that is the point of this.
if games would use this it would take a lot less disk space and a lot less ram to install and run a game… making more room for more content
EDIT: I’m dumb, don’t mind me. Neat stuff you have there.
Sci Fi has always had that clean minimalist aesthetic, not to say all sci fi has it but as a genre that aesthetic is nothing new. Its also nothing bad, it reflects what people think the future will be.
Cyber-Punk isn’t confined to a single look.
I always preferred a bit of Industry Punk/Steam Punk in my Cyber Punk.
Like this;
https://vimeo.com/26175477
This was also made by him.
Reminds me of RAGE
I’ve always been a fan of “dirty” sci-fi stuff like Alien
I prefer the clean and tidy future where every glass pane is a computer and you can fuck robot hookers that are also clean and shiny looking.
The first one reminds me of Mass Effect. Only with real lighting effects on the sunshafts.
This one makes me think if RAGE and Borderlands had a baby. More of RAGE’s style mixed with Borderlands’ palette.
I always adore Cyberpunk cities with roofs or ultrahigh buildings like Nar Shadaa from Starwars.
This artwork encapsulates what I mean;
I kind of like both settings.
Many people consider Blade Runner to be one of the greatest SciFi movies of all time. I think it reflects what human nature really is. Sure we could come to the point of genetic manipulation, create androids and all that. How many World Expos predicted by this time we’d all be running around in flying cars and have space stations et al. The above scene is probably where most people would end up living, while the super clean labs would be where we work.
Even now, I work two jobs of which my main job is for the municipal gov’t I have a gorgeous triple monitor setup with a fancy 120 degree desk that moves up and down brand new machines, nice (read working) copier/fax/scanner, fancy glass walls, big windows, and an HVAC system that actually works… conversely I work for a retailer in their service area, the retailer used to be a giant in North America and has seriously fallen from grace. I used to work for the same company about 8 years ago and they are still using the same computers, most of the office chairs are ripped or falling apart, the walls are beaten up with mismatched colors and there are no windows…
I think both these areas play well into scifi, its a class system, a really good scifi shooter will be able to work both of these into the story. Fire fly is a pretty good example of the scifi class system.
I agree with your scenario.
I more meant lines on shit for no reason, with every visible shape being a rectangular prism with rounded off edges, but that’s okay.
It doesn’t take away from the dude’s work at all. It’s seriously amazing. It’s just that, in my opinion, it shouldn’t be possible.
No whole visual genre (for lack of better word) should ever be able to be summed up in ONE texture, man.
What a fucking good show, man. And the balls-tighteningly fantastic film to end the show; Serenity.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.