Quake 4 Renders and Concept Art
p0z3r writes "Following a recent story about Endorphin (from a previous Slashdot post), I came across the newly released Quake 4 renders. Hope you like them!" They're still lacking in the color department, but man oh man are they full of detail. I'm betting Quake 4 requires me to upgrade my hardware again, but I'm inclined to say it's worth it for graphics like these. Update: 07/19 17:54 GMT by S : It seems the images have now been removed from the Quake3World site.
This is a very clever ploy on Carmack's part to get into space:
1) Design games that force players to buy new hardware.
2) Collect kickbacks from nVidia, ATI, Intel, AMD.
3) Profit!
4) Build spacecraft with profit.
5) Go into space.
6) Profit!
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One thing to remember is that the models used for the current renders may not be what's released in the game. They may be using million polygon models, and cut it back to a "more reasonable" ten thousand for actual gameplay.
Looking at the concept art, a few ideas for Q4 can be found in the notes. Apparently humans are going to be used as power cells (one and two). Humans may be upgraded into Strogg troops, power cells, or other pieces of Strogg technology. Then again, things could very well change by the time the game is released.
I'm starting to wonder if Q4 is going to be a "retelling" of Q2, rather than a sequel.
Doom 3 is being developed by Id Software. Quake 4 is being developed by Raven Software. Get it?
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These are the extremely high-polygon count models from which the final models + bump maps will be computed. The in-game models will have far fewer polygons, but automatically-computed bump maps that simulate the higher-count renders.
Take a look at Polybump for an example of this technology.
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http://www.ferrago.com/story/1848
here is an easier link