Hey guys, I just like to hear your opinion, about the nowadays spreading solutions/workflows, such as advanced bevels (face weighted v normals), advanced decals, ptex, and such. I have very good experiences with the first 2 things, but I'd like to see what do you think of them. Actually looking for evidences, opinions, experiences, and more possibilities.
I've talked with a few of the actual users of such techniques, and saw some supporters (cause of understandable reasons), but I'd like to see how they apply in the industry, and what people see/think from them.
I'm still not perfect in the topics, and still looking for the possibilities/downsides.
I'm interested to hear about any experience and opinion about any alternative or next gen stuff. Even experiences with only PC stuff or DX12 stuff.
Links to my researches:
Normals:
http://www.polycount.com/forum/showthread.php?t=154664
Decals:
http://www.polycount.com/forum/showthread.php?t=155894
Ptex:
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/Borderless%20Ptex.pdf
Theoretically in every Disney animation work since 2007.
DX12:
"Witch chapter 0 [cry]" is an awesome showcase, and I believe we can see it in some of the next gen games gameplay trailers. The UE4 elemental demo under dx12 was pretty disappointing, but actually thats the artists fault...
Voxels:
They can be used, was used, and they are used for so much things.
[ame="
https://www.youtube.com/watch?v=DbMpqqCCrFQ"]Euclideon engine[/ame]
[ame="
https://www.youtube.com/watch?v=_E1oVl2d01Q"]Voxel based global illumination[/ame]
Voxel basedd volumetric fogVoxels from the old times
There are many potentials in them.
Replies
It seems you are interested in technical art. This is exactly how many tech artists get started, by researching topics, trying to figure out how they work, and trying to improve on them with their own work. I'm thinking of Haiddasalami, just to pick one example.
This is also useful for any 3d artists who also like technical subjects, but are probably not intending to become actual technical artists. Like myself. Another example, Simon Trümpler and his Game Art Tricks.
Keep exploring, keep experimenting, and keep sharing your results.
Looking at your "Old portfolio", I see a couple things that could really help. First, don't call it "old" which sounds like an apology. If you don't like it, don't share it. But I think it's good to have. 2nd, make a proper website for it, just one page is enough, with contact info, a little bit of text for each image, etc. 3rd, add identifying info on each image, so the images always link back to you, even if someone saves it off the web, or puts it on Pinterest, a small watermark will help people get back to you.
Your Portfolio Repels Jobs
http://wiki.polycount.com/wiki/Portfolio
As for the old portfolio thing, actually I have no problem with them, just the most of them are actually old, and unfortunately I haven't had time to update. Also, I know there are issues with the current presentation. I'm planning to make a completely new portfolio soon with mostly technical art in it. I just need more art to work with first. Thanks for the advices!
I watched this about a year ago:
[ame]https://www.youtube.com/watch?v=ElVbyLyD_ts[/ame]
Interesting insight :poly121:
We do have PBR though *shrug*
I didn't mentioned PBR because it is very usual now, and the most of the artists know it. But it is an important part of this and the next generations for sure.
I doubt we're going to see widespread use of this any time soon but it does seam very interesting
1) It increases the vertex count quite drastically (this will become less an issue for PC games, but is currently still a problem, and it certainly will be a limit for mobile, and for web platforms due to download times).
2) It requires 3d paint. You can't paint on a Ptex texture in 2D (ala Photoshop). Traditionbal UV shines here.
3) If you're working with lower-res textures, you want your straight lines to be straight in UV space, to minimize artifacts.
http://www.polycount.com/forum/showthread.php?t=123319
I tried doing that a little while ago but I got fed up with how often Max would reset them to the default angle if I were to use modifiers, collapse the stack, etc and decided it was really more work than it was worth to set them up. Instead of modifying the edges I just stick a containing loop right next to the edges of the bevel to get the same effect. Of course it adds a few more verts, but it saves me the headache.
In general StarCitizen and also Elite:Dangerous have a really interesting way to build assets. Both heavily using decals and it looks really good
http://www.polycount.com/forum/showthread.php?t=156222
Neither are a problem. You could most likely do UV first, paint on the UV'S then bake that data into 3d painting (ptex)...I think
[ame]https://www.youtube.com/watch?v=SYU3YU3d7GI[/ame]
[ame]https://www.youtube.com/watch?v=Iuv4TY2-gdA[/ame]
Thanks for the Blender info! People seem to had luck with this even in the prehistoric 2.4x version (link)