Basically yes
+ shader that blends in grass depending on normal and vertexcolor
+ worldspace "lines" for consistent rock feel
+ worldspace grass texture for color variations
+ ground and 3d grass get the same light + color
+ more
Looking amazing as always! Tho...I cant help but feel that those rocks are the wrong type for that environment. The orange/yellow coloration & stratification feels more like desert rocks than something temperate or lush.
Basically yes
+ shader that blends in grass depending on normal and vertexcolor
+ worldspace "lines" for consistent rock feel
+ worldspace grass texture for color variations
+ ground and 3d grass get the same light + color
+ more
Looking amazing as always! Tho...I cant help but feel that those rocks are the wrong type for that environment. The orange/yellow coloration & stratification feels more like desert rocks than something temperate or lush.
This was one of the first environmental decisions to be made for the "medi atheranian" region, red rock and green grass to create a nice awesome contrast, it needs to feel nice and warm and cozy, because it also is a contrast to the rest of the world.
Do you guys still have those images that show the early hatch shader prototypes? I was looking for them the other day and couldn't find them anywhere. I know they're not relevant anymore but they're still interesting as reference.
Breakdowns! We need more breakdowns! Shaders! Wireframes! Workflows! What are your digestive habits!
I'm personally really interested in how you guys got the tree (as well as other foliage) in the last shots to be so volumetric (and smooth). Is it some camera-facing trick, or just using a crapton of triangles?
edit: also, if you make another foliage/terrain mockup, could you include a 1920x1200 render for background purposes?
right now it is "self financed" means we put our freetime in it. thats why its not going as smooth, also I just can't work on it right now because of family issues :X
I'd love to do more but at the moment i have to pause it, manuel is doing the vast majority of tasks at the moment, i'm really thankful for him to take over my tasks.
I don't know if I can doublicate geometry in the shader in udk, therefore the fur is oldschool ..
The hair shader is dx11 but not too fancy, just inspired by the samaritan demo.
Sooooooooooo jealous of your character work! really is so inspiring! really got to figure out how to get that material definition as well as them glassy eyes and reflections! you are fuelling my passion even more! :P
What setup does the Fur have for the general shader type? Translucent, Masked or Masked-Soft?
Also, how expensive is it, especially for the sorting? If it's Trans, is it degrading to 1bit Alpha sorting, or did you guys manually set the sorting instead?
I'm really curious since I never tried a shell setup with that much sorting, since I'm scared of the cost.
Replies
A screenshot that might help people figure out how I did it
Also, that fucking grass. I'm jealous.
+ shader that blends in grass depending on normal and vertexcolor
+ worldspace "lines" for consistent rock feel
+ worldspace grass texture for color variations
+ ground and 3d grass get the same light + color
+ more
Thx, making good looking grass is so annoying
and those huge envs look absolutely good! please don't stop kicking so much ass
Really amazing work.
No screenshots of Materials to quench our thirst?
Looks amazing, guys!
This was one of the first environmental decisions to be made for the "medi atheranian" region, red rock and green grass to create a nice awesome contrast, it needs to feel nice and warm and cozy, because it also is a contrast to the rest of the world.
Can you describe the new workflow a bit more ? (bitte )
Would also love to see that!
Amazing work on the foliage!
I disagree. It makes me wet. It's.... beautiful.
A tasteful use of a strong bloom effect.
I'm personally really interested in how you guys got the tree (as well as other foliage) in the last shots to be so volumetric (and smooth). Is it some camera-facing trick, or just using a crapton of triangles?
edit: also, if you make another foliage/terrain mockup, could you include a 1920x1200 render for background purposes?
On the subject of money, are you guys doing this in your free time or do you have backers paying your salary?
I'd love to do more but at the moment i have to pause it, manuel is doing the vast majority of tasks at the moment, i'm really thankful for him to take over my tasks.
Can't wait to see more.
Working on Pino right now to help out Neox..
(obvious sarcasm).
I don't know if I can doublicate geometry in the shader in udk, therefore the fur is oldschool ..
The hair shader is dx11 but not too fancy, just inspired by the samaritan demo.
Also, how expensive is it, especially for the sorting? If it's Trans, is it degrading to 1bit Alpha sorting, or did you guys manually set the sorting instead?
I'm really curious since I never tried a shell setup with that much sorting, since I'm scared of the cost.