Originally Posted by cholden
I like the technical aspects you implemented in UDK.
These scene itself looks very dated, however, due to the extremely low polycounts you used. This is more suited for a portable game. Even on the consoles, games can push a million polys like it's "whatever" to the processor. We still model things efficiently. There's just a lot more room to get crazy than back in 1998.
dude 1998 was a brilliant year to get crazy...
but yeah the scene could be improved no end just by looking at where the jagged lines are and adding twice as many loops here
also tone that dof down now that reminds me of 1998