Some time ago, I found myself in conversation with friends about the videogame Dishonored, a personal favourite of mine. At one point, it occurred to me that — with my friends being console gamers — we would have been playing the game … Continue reading Dishonored: Knife of Dunwall Supercut
Specular Maps & Reflection Before you start this tutorial, I’d recommend taking a look at my first tutorial on specularity. (Blog) Note that since writing that, the NL2MAT editor has changed slightly, the shininess box has been changed to a … Continue reading Nolimits 2 Shaders: Specular Mapping
In my first material tutorial, I mentioned the methods used in rendering by OpenGL/DirectX programs, including Phong specular shading. Whilst diffuse colour depended on the angle between the surface normal and the light surface, and specular colour depended on the … Continue reading Nolimits 2 Shaders: Emission Mapping
Here’s a method you can use for verifying your texture sizes, as well as some general advice on texturing. Choosing the right texture sizes Firstly, I’d recommend picking a “standard” texture size for your project. I’d generally recommend 2048×2048 for … Continue reading Nolimits 2 Materials: Getting the Correct Texture Sizing
The following is a tutorial for some of the more advanced features of Nolimits 2. I’ve been guilty of doing this myself, but your method for creating materials in NL2 may well be to create a new material, add the … Continue reading Nolimits 2 Materials: Specularity and the Shading model
I feel a preface is required; The iPhone 5C is Gorgeous.
It’s also been well received by mainstream critics, with average reviews hovering around the 8/10 or 4 star mark. That’s a pretty amazing achievement for a phone that will soon be dropping into the mid-range market in terms of hardware specs.
Unsurprisingly, there’s a common negative, an ‘ah but’ if you will, amongst the reviews. This lower-end iPhone isn’t much cheaper than it’s all new brother. This isn’t really what I’m driving at here though. If the people at Apple think the £450 region is the right price point for their product, then that’s their decision.
The Problem? This time, they’re not allowed to determine the price point.
I must confess, I was never really interested in the Battlefield series. Despite being having the marketing potential of its publisher EA, it managed to stay under my radar for many years, as it was for most intents and purposes a niche title. Truly a hipster Call of Duty, it was a modern military shooter before modern military shooters were cool. By the time that EA seemed committed to a mainstream marketing push for the series with battlefield 3, Call of Duty had already cemented its position as the biggest game in the industry, and I was busy catching up for lost time with Modern Warfare 2. I had no room in my life for another appalling guilty pleasure.
However, two whole years after origin launched, EA seems to have gotten the hang of making its products attractive to its customers. With its price now down to a permanent £14.99, and even offering the Close Quarters DLC for free during E3 2013, I finally felt motivated to buy the game and check out this ‘Call of duty for multi-cellular organisms’.
I was impressed. Briefly.