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    Auto Apply Scale Is Now Here: https://blendermarket.com/products/au
    Auto Apply Scale Is Now Here: https://blendermarket.com/products/au...Auto Apply Scale is a simple yet effective utility that will help you work better without the common issues when you don't have applied scales.
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    Photos from CGMeetUp's post
    Making of Pracuj.pl by Platige Imagehttps://www.cgmeetup.com/news/making-of-pracujpl-by-platige-image-820.#3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #cgmeetup
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    Photos from CGMeetUp's post
    Ultraman: Rising - Animation Processhttps://www.cgmeetup.com/news/ultraman-rising-animation-process-819.#3d #cgi #animation #animated #shortfilm #short #Artist #DigitalArt #3DArt #Art #2D #Artwork #Games #GameArt #Illustration #DigitalArtist #Drawing #cgmeetup
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  • GAMINGBOLT.COM
    7 Years Later, Dishonored 2 is Still a Stealth Masterpiece
    Ask a bunch of gamers which series they think demands a fresh entry and youll likely be met with Half-Life, Portal or Elder Scrolls as answers. Maybe WipEout for those who like to dream. Or perhaps a game with only one entry to its name like Bully or Days Gone.One franchise thats in with a fair shout of getting more than a handful of votes though is Arkanes Dishonored. The first was in 2012, its sequel and subsequent DLC in 2016 and 2017 respectively. Deathloop purportedly set in the same universe released in 2021. Following Arkanes misstep with last years Redfall maybe a return to one of their success stories is just what they need (ignoring the fact Arkane Lyon currently working on Marvels Blade). A return to Dishonored is just the ticket; this stealth-orientated action-adventure series won a lot of fans following Dishonored 2s release despite its component parts lacking distinction when viewed individually.See, its freedom to approach objectives in a variety of ways isnt unlike Hitman. Its level design whilst exceptional, of course isnt objectively better than Bioshock or any of FromSoftwares offerings. Its story is arguably middling, its FPS combat relatively shallow. Yet, these elements coalesce beautifully to create a vibrant whole. Underpinned by fantastic stealth and potentially the games biggest strength its replayability, then there really hasnt been anything like Dishonored 2 since.Discussing deeper its replayability, now the point has already been made that the facets comprising Dishonored 2 arent all that unique on their own and justifiably its possession of high replay value doesnt make it stand out above anything thats been released since. Disco Elysium, for example, provides opportunities to solve its central mystery straight as an arrow or as an absolute train wreck, or some form of concoction blurring the two. NieR: Automata encourages you replay the story up to five times to experience the story from multiple perspectives, with numerous possible endings the result. Dishonored 2, however, does this but with much more.Principal behind its replayability are its two central characters royal guard, assassin, and protagonist from the first game, Corvo Attano, and dethroned Empress of the Empire of the Isles, daughter and protegee of Corvo, Emily Kaldwin. Following the undermining of Emilys rule due to enigmatic The Crown Killer assassinating her political opponents and the resulting coup the player can then choose one or the other to complete the game. Their chosen character then escapes through picturesque seaside city Karnaca whilst the other is turned to stone; defeating conspirators, forging alliances, and rescuing their next of kin from rocky prison make up the bulk of ensuing narrative. Two playable characters equals two possible endings, of course, but its not just how the story concludes that encourages replayability. There are many ways to skin a cat, as the saying goes, and the same is true here. How you reach the storys conclusion can vary wildly depending on the choices, playstyles, and approaches you employ with each character along the way.High and low chaos playthroughs, calculated predominately on opponents indiscriminately killed alongside completing specific side objectives, influence places that are accessible, NPCs that are encounterable, plus the number of guards, rats, weepers, and bloodflies and their relative strengths and stature. Going further, you may opt for a pacifist run with either character, favouring non-lethal takedowns. Or, maybe a pure stealth run whereby you attempt to avoid enemy detection throughout the entire game. You could choose to eschew supernatural powers or use nothing but. Perhaps an all-guns blazing approach akin to FPS is your choice, even if the game isnt well suited to this approach. Its still a viable strategy.This rampant choice of playthrough styles feeds into the games aforementioned freedom to explore different approaches whilst you wade through Dishonored 2s levels (a facet unremarkable on its own remember). For example, your modes of traversal can differ greatly should you opt not to use supernatural power versus a run where you embrace them totally. Unsurprisingly, both Corvo and Emily have unique supernatural powers too. Corvo, a combatant more adept at silent infiltration than Emily, possesses the Blink ability granting him power to move forward rapidly. Emily, an assassin more accomplished with swords and gunfire, has the Far Reach ability enabling her to pull herself rapidly across a set distance. Whilst both abilities might perform a similar function at first glance its the possible upgrades that send them off into different directions. Corvos Blink ability can be upgraded to stop time or incapacitate enemies in its duration whilst Emilys Far Reach upgrades involve pulling objects, corpses, or still living enemies towards her.Further abilities see Corvo possessing and controlling host humans, or Emily adopting a shadowy, stealthier form. Corvo can summon rats to wipe out multiple enemies whilst Emilys Domino ability chains humans together to wipe them out simultaneously. These supernatural powers are undeniably cool and together with the litany of stealthy methods of enemy takedown the sabotaging of electrical appliances or the array of traps available, for instance means youre never short of differing approaches to explore.Speaking of cool, special shoutout must go to Dishonored 2s A Crack in the Slab mission and its Timepiece artefact. This artefact allows you to shift between two timelines within Aramis Stiltons manor the ruinous present-day contemporary to the game, and more lavish three years in the past. Now, Titanfall 2 had already experimented with a similar mechanic in its Effect and Cause level, but it wasnt done with as much finesse as Dishonored 2s attempt. Flicking up the Timepieces lens presents a window into the past. You can see guards patrolling an area as they did three years ago, then swiftly swipe into their timeline, eradicate them, change history, and traverse back to the present day. Taking actions in the past that have consequences in the future is the kind of head spinnery that belongs in a game like Dishonored 2. Its enthralling, especially the first time. Interestingly though, despite its appeal the mission involving the Timepiece is the only one in the game that doesnt encourage a multitude of approaches. Powers cant be used, its the Timepiece and the Timepiece only. Still, as a mechanic its vastly underutilised in gaming and something which, should we ever see a Dishonored 3, Arkane would do well to refine and reuse.Technical shortcomings plagued Dishonored 2s launch on PC, but with a decent enough spec machine it should run absolutely fine in 2024, with ability to hit that maximum 120 fps. With the game occupying the lower end of the price scale, with regular discounts to boot, youd be missing out were you not to give it a go, assuming you havent blasted through it multiple times already. There arent a lot of games like it. As already mentioned, its components dont shine individually, but they combine exceptionally well. The Southern Mediterranean influenced coastal city of Karnaca has such a strong sense of place that its a joy to revisit. Its just a shame the games story and associated character development werent up to the same standard as its stealth, supernatural powers, and world design, but these are things that Arkane can address in a follow, should one ever materialise.Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
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    GTA 6 Needs These 15 Unique Gameplay Features to Make It Truly Stand Out From the Competition
    The launch of Grand Theft Auto VI is set to be a global event, with fans impatiently waiting for Rockstars next magnum opus. The principal theme will be the same: straddling criminal activity to forge a more luxurious lifestyle but given Rockstars track record of innovative gameplay features in every GTA entry, therell be plenty of new things for players to experience on their climb towards higher social and criminal status in GTA VI. This feature aims to speculate on 15 potential new features some spotted in official trailers, others from rumours and educated guesses. Dynamic Economy SystemGTA Vs in-game markets BAWSAQ and LCN could already be manipulated to our playable trios financial gain, most notably via Lesters assassination missions. Grand Theft Auto VI could one-up these money-making systems via in-game market trends, global events, and deeper responses to player actions. Certain missions could raise unemployment, extensive crime waves could force Leonidas government to intensify taxpayer funds towards law enforcement, affecting consumer spending, raising inflation and unemployment. Buy low, sell high could be a far more involved, more organic operation in GTA VI. Advanced AI NPCsRockstar have already showcased some fantastic NPC AI in Red Dead Redemption 2, so expect to interact with more lifelike, reactionary citizens on the streets of Vice City too. Broader interaction potential and dialogue options might seem obvious inclusions, but the consequences of these interactions the forming of friendships or rivalries, perhaps could inject realism beyond what RDR 2 achieved. In-game social media might have a hand in this too. We already know GTA VI will feature some Tik Tok style video sharing platform; filming, uploading, and reacting minute-to-minute via socials could be an activity shared by players and NPCs alike.Emotional NPC statesGTA VIs advanced AI potential can extend beyond dialogue options and social media shares too. Its not out of the question for NPCs dotted throughout Leonida to exhibit a range of emotions and psychological states. Maybe their dialogue options will be reflective of their reaction to mission outcomes and in-game events. Perhaps some other dynamic element such as the fluctuating economy situation already mentioned can have a tangible effect on their mood which is then exhibited in their ability to make clear-headed decisions.Fully customisable citiesAn evolving in-game map is one of GTA VIs most strongly touted rumours and should this come to fruition its interesting to speculate how much of a hand the player will have in customising Vice Citys landscape and surrounding backwater. Properties could be purchased, knocked down, redeveloped, extended; land could be purchased with houses, business, hotels, and casinos constructed from the ground up. And perhaps the inverse: buildings can be destroyed, with the citys property developers forced to rebuild over time.Realistic weatherFlorida is a hurricane state, so its not out of the question Leonida could befall some extreme weather from time to time. The question here though is, would it be fun to hunker down for a couple of days waiting for strong winds to pass? Either way, weather could be a neat way to inject yet more realism into GTA VI. Rain and wind affecting everything from driving mechanics to NPC morale, for instance. Missions, especially, could have their outcomes drastically affected by the climate.Enhanced stealth mechanicsGTA V featured stealth mechanics: a sort of half-crouch walk, stealth takedowns, and weapon silencers. However, full crouch and prone manoeuvrability will surely be within player-characters Lucia and Jasons move sets this time around, enhancing any missions requiring a clandestine approach. Tools and gadgets to augment covertness could play a huge part in the pair evading capture and completing missions undetected too. Hiding bodies is surely a must. In short: Rockstar have a lot of scope in what they can do to deepen GTAs stealth mechanics given the half-baked nature of sneaking around in GTA V.Specialised skill progressionEach character shares skill attributes in GTA V. Strength, stamina, shooting, driving, flying, all these components can be maxed out for each character, diminishing the distinction between them (their unique special abilities notwithstanding). GTA VI could opt for a deeper RPG-style experience in this regard, with divergent skill trees presenting paths that can be followed, tailoring each characters usefulness for certain situations, or to suit individual playstyles.New health itemsFurthering the RPG tropes, GTA VI could introduce more in-depth methods to replenish health. Egochaser and e-Cola surely wont cut it on Vice Citys sun-bleached streets, and there was always something jarring about calling a paramedic to instantaneously heal your wounds in GTA IV. Medication items such as painkillers, inhalers, or eye drops could be used to treat specific ailments, whilst more substantial injuries may take time to heal following hospital visits or somewhat gorily some gritty self-performed bathroom surgery.Interactive music industryGTA has history of delivering fantastic soundtracks heard through a string of diverse radio stations. Eschewing GTA: Vice Citys 1980s timeline, GTA VI is set in the modern day and thus presents Rockstar with opportunity to revolutionise how the games music bleeds into the neon-soaked cityscape. For instance, the real-life listening landscape has changed; streaming and social media are principal sources of new music. Perhaps our protagonists can tap into this via nurturing burgeoning in-game musical talent, managing their careers, marketing their songs, attending their concerts, getting them airtime on any one of GTA VIs radio stations. It could be a lucrative new avenue that gamers can explore beyond the stock market.Advanced criminal enterprisesPlenty of factions, gangs, organisations, and groups are anticipated in Grand Theft Auto VI. Will there be scope for our bandit couple Lucia and Jason to become an integral cog of these enterprises machines? Climbing through the ranks of a criminal organisation or arranging a series of illegal street races, in past GTAs weve always been a participant in someone elses enterprise. Maybe now is the time to orchestrate and proliferate from an illicit enterprise of our own.More realistic police AISpeaking of illicit enterprises, GTAs police forces have often been portrayed as seedy, corrupt organisations. This time perhaps the police will be portrayed as more of a hard-boiled, straight-and-narrow association. Actually, no, scrap that; theyll be as devious as theyve ever been. In fact, an advanced, more realistic, and tougher to outwit VCPD seems likely. Therere rumours of dispatch timers meaning the cops will take time to attend a crime (differing from them immediately spawning wherever they like), but their ability to recognise Lucia and Jason seems likely, understand its the same duo causing carnage again, and respond accordingly would be a realistic addition.More accessible interiorsDespite Cyberpunk 2077s visual splendour, there are gripes that Night City is just glitzy window-dressing, with only a handful of accessible buildings. The rest are there to look nice. Rockstar could look to address this in Vice Citys modern incarnation with more accessible interiors. Cafs, gyms, domino clubs, shops and supermarkets, maybe other peoples houses, itd be great if practically everywhere was accessible.Customisable buildings and interiorsRumoured too is Lucia and Jasons homestead which, alongside owning, can evolve over time based on a players economic status, story, and standing amongst their various criminal enterprises. Dcor, furnishings, the food in the fridge, theres definite room for Rockstar to make interior customisation a prime new feature for GTA VI via purchased houses and apartments, plus acquired businesses and utilities.Evolving world eventsMajor world events affecting Vice City and the surrounding Leonida landscape wouldnt be too much of a stretch given their half-explored potential in GTA V and Red Dead Redemption 2. Some of these might not even be within player control, such as pollical upheaval or natural disasters, but some cataclysmic, city-altering event could be coordinated by the player directly, with the result being to alter the games environments and storylines in ways that benefit the player and hinder their adversaries.Varied animal populationThis being a caricatured Floridian locale, GTA VI could exhibit a raft of living, breathing wildlife to shoo-in newfound levels of realism to the city and countryside beyond. On the streets, dogs, foxes, raccoons, possums; on the shoreline, wild flamingos, dolphins, and manatees; in the wildlands, bobcats, coyotes, and Florida panthers; in the swamps, otters, herons, and the daddy of Floridian wildlife: the fearsome alligator. How we interact with the animals populating Leonidas varied habitats remains to be seen (aside from maybe dodging a gators peeping surface-level eyes via airboat), but their inclusion would be another next-level attempt at immersion.
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    The Best Add-on for Photoreal Lens Simulation in Blender?
    The Best Add-on for Photoreal Lens Simulation in Blender?
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    Tencent Horizon #GamesMix | #Tencent | #HorizonZeroDawn
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    . #GamesMix | #MicrosoftFlightSimulator2024
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    This Thanksgiving, we honor the land and the stories it holdsthe wisdom of Indigenous peoples who have cared for it across gene...
    This Thanksgiving, we honor the land and the stories it holdsthe wisdom of Indigenous peoples who have cared for it across generations as well as the beauty and resilience you bring to it as landscape architects. Through your work, you create spaces that heal, inspire, and unite, shaping a world that is sustainable, equitable, and profoundly connected. For this, and for you, we are deeply grateful.Image Credit: ASLA 2020 Professional Awards - Honor Award, General Design. The Native Plant Garden at The New York Botanical Garden. OEHME, VAN SWEDEN | OvS. Photo credit: Ivo Vermeulen
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