Quote:
Originally Posted by AdMan
It's funny that people use atmospheric haze to say something in UNrealistic...
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+1
1) About BoP (almost=WoP). Tons of visual references was used for everything in environment.
2) there's some technical restrictions in real-time 3D engine that causes trade-offs. In one hand - maximum visiblity of horizon, in other - farclip plane, for example, that needs fog for soft seamless line of horizon. But everything checked for possiblity of existence in real world by references. Many other things goes like that.
3) Fundamental visual idea of BoP(=>Wop) art direction was HQ tasty cinematographic widescreen picture, not "everyday" CNN news picture. PostProcess (color toning, vignette, some other things), shiny surfaces, etc. makes it. Because it is console title in a raw of other "trendy-next-gen-picture" titles.
WoP environments differs slightly from BoP, maybe some sceneries becomes too exaggerated. But dev.team polishing wop everyday, maybe it will be fixed i hope so. Some effects are already optional (you can turn-off vignette, for example; but in full screen it not bother as on screenshots placed on white background actually).
ps. sorry for english