Neox wrote: »
What exactly would you like to see? I#d rather not capture stuff in UDK, the DX11 features are so damn slow, we only turn them on for screens right now. The implementation is really buggy, i hope this will get fixed soon. Sculpting, Texturing etc. shouldn't be a problem though
onionhead_o wrote: »
woohh, thats some nice fur effect. is it using some kind of pin effect with the shader?
Gannon wrote: »
Mostly just the general process for statics - if you're generating any types maps to push details or get colors to pop a certain way or just to speed up the process. Things like gradient mapping; or is everything being painted by hand which would be incredible.
Neox wrote: »
The shader for ingame 3rd version view will be quite simpler, right now we didn't optimize much and UDKs DX11 features, especially tesselation and displacement, are slow as hell. For 3rd person displacement won't be necessary, but its easy to turn on and off if needed.
Neox wrote: »
Yeah i know, we played around with it on the whole level, its just not usable in large scale right now. Though for screens and smaller objects like the chars it works alright. Though the performance in DX9 is still way better than in DX11.
katzeimsack wrote: »
After some small projects we decided to work on Airborn again
I'm working half time on Airborn, finally enough time to really make it shine...
Only one wip picture right now, but there are more to come!
Neox wrote: »
MeintevdS: yeah i agree, put it on my to do list, though i don't give it a very high prority right now. i'd rather work on the next NPC to get him ready for texturing.Today i've spent some time on shaders, basically some features are not really needed for 3rd person, but we needed some ways to upres our more simple and less important characters.
On the top left i tweaked his glass shader, to now use a composite texture of 3 channels, one for scratches, one for dirt, one for reflection/distortion. Also i lately added the use to his glasses, which is somewhat tricky as they are mirrored, thanks to the hair it's not too oviousl, so i have more freedom on the upper side.
and i created a clothshader for the NPCs which will be used for the important chars as well, to keep the texture resolution low and the detail high i impletemented detail mixing of detailnormals via a mask texture. I tried to get a Pixar-Up-esque look with the cloth. I might add detail diffuse and spec for sequence stuff but i guess its all right as it is. But its easy to implement now that i have the normals done.
The rest pf the shader is super simple, spec, dif, normals and right now just one value for gloss. But she is ready to be given out of my hands to a texture artist working on the fine stuff so i can go on with the rest of the bunch.
added some notes for the texture artist ^^
and a quick comparison of what i'm after materialwise, i know i can't do it to the last details with the tiled detail texture, unless i add a lot of edges just to allow uv changes. But i guess it works well enough and is still kinda cheap, the patterns are super small and the mask right now is 256x256 maybe i can even lower that more, i'll have to check. Just need to look how small i can make the master textures, maybe keen the normals big and scale down the diffuse and spec - will see
e-freak wrote: »
optimization idea: would it be possible to use an AAAA8 compressed DDS texture for those detail normal masks (rgb empty, only Alpha with 8 bit) and instead of checking the color values, check for pixel brightness? given that you have 8 different "submaterials" (different detailmaps) you would simply use 0, 32, 64, 96, 128, 160, 192, 224 and 255 (+31 could be "no detail map") as fill values. The compressed texture would weigh less although it has an uncompressed Alpha channel, because RGB are not calculated and you could use a higher texture resolution for the mask. IDK how much the shader cost would be on a masking method like that.
TeriyakiStyle wrote: »
I don't want to play your game - I want to live there. I want to have a smoke outside of J's and flick it into the abyss as I stare longingly through my mist-thickened breath into the cold unyielding northern skies.