You'll notice there's not much to show really, no new environmental assets are present aside from fine-tunings. The biggest difference is the grass, look how nice it looks now, I finally figured out how to make it look all full and fluffy! Also, the Ly model has been improved (though Spanex/I did that a while ago, I haven't posted any screenshots since) (also, remember that Ly is supposed to look younger here, and that her eyes won't be open this much usually, I just haven't created her usual eyes-half-closed morph target expression yet). The main thing here are the varying lighting schemes. It's all looking better over time, and on top of that, the new engine's Physically Based Rendering is amazing. The only thing absent from these screenshots that was there beforehand is the tessellation on the mushrooms, what gave them their nice grubby 3D-surface look; for some reason displacement maps aren't working correctly (what tessellation requires), and until that's sorted out, they're stuck to being flat, cylindrical 2D surfaces.
If anyone who isn't up-to-date is wondering why there's little progress being made, it's because programmers are typically asswipes who have no sense of dedication. I've taken it upon myself to start learning Java (it's going really well so far, I've already written my first simple things that give functional console outputs), to eventually work my way up to C++ so that I can directly program for ROTD myself. I can't progress on the level design until Rayman's mechanics are finished obviously, and not a lot of environmental modelling can be done until the level designing is complete. So while I'm learning quickly, there's still a lot to learn before we can start making some full-fledged levels and environments. In addition (Gaben), Serza will likely be joining the team as a programmer as well within the next year!
But anyway, without further ado:
(This is my favourite, it almost looks like a painting! I'm getting a good 84 FPS here on my GTX 580, plenty runnable by a mid-range PC)
Note that all these environments and lighting schemes have been made with gameplay in mind - Nothing here is enhanced or edited for the purpose of taking good screenshots, it will look exactly like this in-game, but better in the end as there'll be far more assets and fine-tuning having been done, not to mention the increase in computing power over time!
And lastly, some animated 3D lums.







