Michael Geiger
Agent
- Joined
- Aug 25, 2000
- Messages
- 31
I can't wait for this game ! Here's the E3 clip:
http://www1.giga.de/gigagames/downlo...1,4564,00.html
http://www1.giga.de/gigagames/downlo...1,4564,00.html
Wow....I don't see how a top of the line PC today could run that. No way.Camp, the demo machine they were running that on was a 2.2gig systems with a recent ATI graphics card. A top of line machine can..and will run that!!
Are they shipping this engine out to other developers and if so, what other games can we expect to see running off of the Doom3 engine?
Well, it's id's baby for now. In the past they didn't license out their engines for quite a few months after the game's release if i recall correctly. I'd say 2004 is the earliest we would ever see other games based on the Doom3 engine (doom3 is coming in 2003).
Are they shipping this engine out to other developers and if so, what other games can we expect to see running off of the Doom3 engine?I can't remember who is doing it (Raven?) but the new Quake game will also use the Doom engine.
A 2.2 GHZ P4 with a Radeon 8500?That was straight from the mouth of Gamespot. They did not specify the ATI 8500, they just said it was a recent ATI chipset. I've got some upgrading to do :b .
Now the reason the characters might look plasticy is because they are not your standard character models with painted textures, oh no....these are fully created in 3DStudioMAX with the textures built onto the character as opposed to being painted on during gameplay.Nope.
Id used Maya (not 3DS Max) to build and animate the characters; however, that's not why they look like plastic. The textures are painted on just like normal -- you're probably confusing Id's geometry decimator/normal map creation routine with how the textures are applied.
The reason the characters look like plastic is because traditional real-time light models fail miserably at describing how light interacts with semi-porous/translucent materials like skin. However, the traditional Blinn/Phong light model works very well at describing plastic (and, to a lesser degree, metal), which is why most surfaces in games look like plastic or metal.
As pixel shading hardware advances, better approximations for complex light interactions will be created, and while skin may not look exactly like skin, it won't be the plastic shell that it is now.