The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!
Final ingame asset, rendered ingame. Me being a dick, I disabled shadows and didn't notice, but oh well....
EDIT: BTW, I never put much effort into the sleeves simply because, well, its never seen really, ever. So its just there for the sake of being there.
Amazingly detailed textures
dat texture work
Love all the work you put into hands! Nice placement of stiches where the seams are....
Not much loss of quality from the high poly! Excellent work from your team.
Woaaah *-* Amazing!
"BTW, I never put much effort into the sleeves simply because, well, its never seen really, ever."
You sure you didn't put much effort into them? Because, for something that didn't have a lot of work put in them, the sleeves look amazing.
None at all, likely one mins work tops even.
Woah... that subsurf looks awesome. It's a shame it's toned down so much. Any chance it could be increased a bit (not to the extent of that example render showing it off) before a release?
It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.
For example, these two shots have exactly the same model position in relation to the light source:
Team-blur-games.com
Team-blur-games.com
oh, than I guess the subsurf kinda disappearing would be because there isn't much ambient lighting in this scene?
That reminds me, are you guys looking into radiosity? like, how they react with objects within the scene? Just out of curiosity.