If you have a shorter attention span you can go to about 24 mins in and see where they discuss the difference between the way their Killzone 3 assets were made (in terms of textures and materials) and their new workflow.
Good to see more people using PBR pipelines, sounds like everybody and their dog is on the PBR bandwagon for nextgen titles (or so rumour has it). About time we started doing things properly!
Good to see more people using PBR pipelines, sounds like everybody and their dog is on the PBR bandwagon for nextgen titles (or so rumour has it). About time we started doing things properly!
Quote for truth! Can't wait to see the workflow changes Also I thought it was interesting when he said the texturing for one of the assets (with rather complex material setups) only took a few hours for the artist to create.
I was talking to the guys at work about this and we kinda came to the conclusion that this workflow is only going to work on certain types of games eg realistic stuff or things that involve a lot of predetermined realistic materials. Anything stylized or creative in its use of colours and materials is going to need to be done another way or you will constantly be fighting against the lighting engine/materials to create things that it was never meant to do.
So I get the impression we shouldnt be too quick to jump to the conclusion that this is the future of all game engine tech? its still great to see some innovation and implementation of good principles.
I was talking to the guys at work about this and we kinda came to the conclusion that this workflow is only going to work on certain types of games eg realistic stuff or things that involve a lot of predetermined realistic materials. Anything stylized or creative in its use of colours and materials is going to need to be done another way or you will constantly be fighting against the lighting engine/materials to create things that it was never meant to do.
So I get the impression we shouldnt be too quick to jump to the conclusion that this is the future of all game engine tech? its still great to see some innovation and implementation of good principles.
Disney and pixar have been using this system for years. So has the vfx industry. For instance check out this paper from wreck it ralph:
In every pixar movie and stylized game, glass looks like glass, metal looks like metal, it may be pushed to an extreme, but having the a starting place is definitely a time saver.
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do they have the engine running inside maya like the old one..?
I think he said something about the stair asset being inside maya and still having all the shader bells and whistles
Quote for truth! Can't wait to see the workflow changes Also I thought it was interesting when he said the texturing for one of the assets (with rather complex material setups) only took a few hours for the artist to create.
So I get the impression we shouldnt be too quick to jump to the conclusion that this is the future of all game engine tech? its still great to see some innovation and implementation of good principles.
Disney and pixar have been using this system for years. So has the vfx industry. For instance check out this paper from wreck it ralph:
http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
imo with 90% of whatever you do, physically based rendering is going to make it better and easier.