I like the render quality, look very realistic and well integrated with the plate Physics are quite fucked up in that sim, the shuttle goes trough the building as if it was air, the shuttle should get totally designated by the impact Also the full simulation seems to go in slow motion while the cars and people moves on real time The ground destruction looks cool too, and the concept is interesting
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During Electronic Arts’ quarterly financial conference call, Chief Executive Officer Andrew Wilson, talking about the performance of Star Wars: Battlefront, stated the company is overjoyed with the game’s success and 6.6 million players that played the game through Q1. Major part of this success goes to amazing artists working for the company. One of these great people is the art director Andrew Hamilton.
Andrew Hamilton, John Troive, and Anton Grandert surveying “Endor” – the Californian redwood forests.
The amazing artist oversqw the creation of the natural content and levels for Endor, with the support of the team at DICE. A couple of months ago we’ve published a huge article on the production process behind Star Wars: Battlefront. Gorgeous visuals of the Jedi game always depended on photogrammetry, but still you can’t achieve this astonishing level without some skills of artists like Andrew Hamilton.
The list of his previous projects includes great titles like Star Wars: Battlefront, Battlefield 4, Battlefield 3: Armored Kill, Battlefield 3, Need For Speed: Hot Pursuit, Bionic Commando. He worked as an artist for Splash Damage, Grin, Starbreeze and, of course, DICE. Now the artist is employed as Art Director at DICE, working on the second part of Star Wars: Battlefront. We can’t wait to see the results of his work!
As we’ve mentioned, artists at DICE are working closely with photogrammetry to achieve maximum authenticity. We’ve attached some videos on this approach from Andrew Hamilton for you to get some details on the work of the modern art director.