I-Novae: Engine Screenshot Thread!

It’s almost time for my weekly fix! Better hurry, I’m suffering from withdraw! :wink:

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A different moon in the same planetary system.
Attempting to replicate the Martian sunset captured by the Mars rovers :wink:

And more of a daytime shot on a hot (or cold) desert world.

My personal favorite this week.

Red planet photoshoot, for the portfolio

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Beautiful, stunning, awesome, yadda yadda you know the routine. :stuck_out_tongue_winking_eye:

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yay for ships closeups. Can’t wait for the demo! :smiley:

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Ye, the first one really does remind me of mars.

As seen from this photo

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This one as well! I’d say I-Novae Engine comes pretty close.

No more closeup detail on this ship?
This LOD is poor is really low… Is any bump-map to displacement-map with tesselation planned?

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I’d be quite happy for it to stay as it is. I’m really digging the artistic style of that last image. Sometimes developers go too overboard with detail and add it just because they can. Less is more.

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What I mean is, afaik the detail is already there. It is just not rendered to the screen. And This rendering simply reminds me of the graphic my 3dfx Voodoo 3 Card produced!

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There is no LOD in the demo Dan is using, that is the asset. 11k tri mesh with a 4k nmap. The mesh is over 2 years old and is a bit outdated in the tri count department, the nmapped details break down at close range. We have since increased allowable tri counts for assets but we’re still testing, however you likely will not see Star Citizen-like tri counts in I:B.

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Ok. I just wanted to give unbiased feedback. This kind of graphic will not get people to infinity who are not already with you. (I am :slight_smile: )

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Remember… the planets and planetary features are the real stars of the game. I can’t see Star Citizen pull that off in the foreseeable future. Their shiny egine is a one trick pony, and real immersion comes not from over-the-top rendering effects but from a sense of place, something the I-Novae engine excels at.

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I dont say that the good things are bad. I say that the bad things are very visible at this close-up distance. If you ask me, thats no good advertisement.

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All I can say is it is what we have. The usual disclaimer that the art is WIP holds very true for our KS, as it was all generated with a developing engine and incomplete/evolving toolset. Yes, we understand many who do not follow this project will hold the art to certain standards when deciding whether or not to pledge. We can only show what we have. If ppl don’t like the “advertisement”, so be it IMO.

Having said all that, we are the harshest critics of our own work, so we definitely want to improve the look.

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That would be a unique KS pitch - show the vid, then immediately afterwards rant about everything wrong with it, promising that it will be much better in the future. It might be able to be pulled off, assuming that the pitch was incredible to begin with. I wouldn’t recommend it though. :stuck_out_tongue:

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I’ll be honest. At this point the gfxs are fine. I just want a functioning game that works well. So many games that have come out recently look great, but perform like crap and I for one am just tired of it. Give me a game that works and is fun. Gfxs are a secondary concern.

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Pretty much this.

I could have sworn you were told not to do more sunset shots :stuck_out_tongue:

Not that I’m complaining.

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@Topperfalkon, I know… I try not to, but I can’t help it… I admit I have a problem…

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There there, we’re all here for you.

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