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Game Details
Unreal II: The Awakening
Available on :
Pc
Xbox
Xbox
Developed by :
Published by :
Genre :
First Person Shooter
Description
As a Terran Colonial Authority Marshall, you’re patrolling a sector of the frontier with three crew members when an interstellar war erupts about you! Rumors of powerful and ancient alien artifacts have driven rival factions to war in an attempt ...
Latest news
03-09-04 Unreal 2 community bonus pack
01-31-04 Unreal II XMP community bonus addon
07-16-03 Unreal 2 XBox this Christmas
01-29-03 now, Maybe an Unreal II demo
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News
All about skinning
GFXArtist posted an interview they conducted with graphics artist Kevin "Roshach" Johnstone, one of the most well-known skinners in the world and currently on Legend Entertainment's payroll for creating skins for Unreal 2[BLOCK]GFXartist: Tell me, which dimensions do the skins have these days? Did you have to change your way of working to cope with the increase in detail?
Rorshach: The average is 2 512's with a couple of key characters having 4 512's. I tend to work double size as a rule so making the jump in resolution wasn't so hard for me. Higher polygon counts & facial animation support was a harder jump. In some ways its more restrictive, you can fake less 3d in 2d naturally and you can no longer afford to ignore the mesh.
Another result of this is that its best to focus on material relief much more than purist 3d definition shading such as Q3's skins led the way in. My first couple of characters were a stumbling block as I was still thinking in terms of strong contrast shading which just doesn't work anymore so I've radically changed my style a couple of times since then.
I'd say it's a 2-3 month learning curve for the people with traditional art skills. It's a lot of fun once you get to grips with it and is very rewarding when seen ingame[/BLOCK]
Rorshach: The average is 2 512's with a couple of key characters having 4 512's. I tend to work double size as a rule so making the jump in resolution wasn't so hard for me. Higher polygon counts & facial animation support was a harder jump. In some ways its more restrictive, you can fake less 3d in 2d naturally and you can no longer afford to ignore the mesh.
Another result of this is that its best to focus on material relief much more than purist 3d definition shading such as Q3's skins led the way in. My first couple of characters were a stumbling block as I was still thinking in terms of strong contrast shading which just doesn't work anymore so I've radically changed my style a couple of times since then.
I'd say it's a 2-3 month learning curve for the people with traditional art skills. It's a lot of fun once you get to grips with it and is very rewarding when seen ingame[/BLOCK]
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