A christmas present from the 3D departement
Posted: 24 Dec 2013, 04:38
Hello everybody
We are working hard to improve the visual quality of supertuxkart. During the GSoC cand implemented several cool stuff (like a better light system etc).
STK is getting slowly but surely into the next gen area. We have started to use default 1k textures (and maybe we will switch to 2k for some important objects).
So, for chrismas, here is some exclusive screenshoot of harvest. Like real studios we have heavily photoshoped they aren't modified, It's the real rendering quality in 1080p
(please be aware. It's still WIP)
The difference between the 512px and 2k textures (2048px) (for the grass)
Many people complained about the darkness of the previous release. As I said your complains were taken into account and I can show you the result.
I have quickly (and dirty) converted the old mine to the new light system so programmers, artists, etc can test it.
And the traditional before/after
thanks to Vlj who is improving our shader pipeline
Merry christmas for everybody
We are working hard to improve the visual quality of supertuxkart. During the GSoC cand implemented several cool stuff (like a better light system etc).
STK is getting slowly but surely into the next gen area. We have started to use default 1k textures (and maybe we will switch to 2k for some important objects).
So, for chrismas, here is some exclusive screenshoot of harvest. Like real studios we have heavily photoshoped they aren't modified, It's the real rendering quality in 1080p
(please be aware. It's still WIP)
The difference between the 512px and 2k textures (2048px) (for the grass)
Many people complained about the darkness of the previous release. As I said your complains were taken into account and I can show you the result.
I have quickly (and dirty) converted the old mine to the new light system so programmers, artists, etc can test it.
And the traditional before/after
thanks to Vlj who is improving our shader pipeline
Merry christmas for everybody