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> > > > > > I just think they need textures on them. A flat shiny grey is a bit much
> > > > >
> > > > > Nearly everything has flat non detailed textures.
> > > >
> > > > there is actually a lot of detail on everything. The issue is with color saturation and general lightning. If they break up the solid colors with silver or browns, it will look better. At least to me
> > >
> > > If there was detail in the designs we would see that without good light and colouring. if you take away those aspects from the other Halo games and other games in general, you will still see the detailing, maybe even see it even clearer without shadows. That being said, I have to remember that colouring and light is part of the detailing in a game I guess, but the actual objects designs are a very big problem to me, many of them at least, maybe not all as much.
> >
> > your confusing detail with texture. Games like reach faked detail with fantastic textures that gave the illusion of wear and tear on guns. It’s apparent there is a ton of detail in many of the weapons (I mean, look at the ammo counter on the AR when the light hits it, moister is on it, the reflections are great, you can see some scratches and so on). However, the detail is so small and fine that its all lost without the proper lighting. The game needs some changes to the textures/color mix to enhance the detail. There are plenty of mock-ups already of the brute that just add silver and chipped paint to the armor and it looks better.
>
> No confusion, textures are the details of the actual object itself, and yes the textures is what I am talking about, which I think is flawed. The ammo counter looks amazing, no doubt, but I don’t find it fitting in with the actual AR itself because the AR has non of that detail.
>
> Can you give some examples of the lots of detailes that you found in the AR? I might be missing your point sorry.
> Give some examples of details on the pillars too
>
> Reach didn’t fake details, Reach detailed as much as they wanted and could do at the time, all those things you said, are details.
it did fake details. Those details did not exist on the model itself, they existed on the texture placed on the model. As for the pillars, ya, I dislike those but we do not see anything up close on the pillar so I cannot see the detail actually there.
As for examples, looks at chiefs gloves, his armor, hell even the weapons once they are in lighting that allows that detail to show. You can see the bumps and ridges of the pump on the bulldog when chief reloads it. Digital foundrys video shows a lot of this and even explains how older games (like reach) baked in the lighting on the textures themselves, that way they are present in even the shadow areas. Infinite is not doing this, resulting in the gun or some portions seeming flat. Why they are going that? prob cause they are including ray tracing in a post update and it showing as bland on other consoles is an ok loss.
I am just saying that the models and honestly, even the textures do not lack detail. Its there, but what they are using when it comes to lighting (real-time) is resulting in some detail appearing as none existent. I think that can be corrected by adding other items to the texture (more scratches and such) but the addition to more on the texture does not mean its more detailed. It just has more on it that the eye can easily pick up and the change from real-time lighting to ray tracing for the hardware that can support it may do wonders for the game. We have to wait and see though to do adequate comparisons instead of just relying on theory.