KDR.. shut up... really... that was a totally useless post... One of the first big games for the PSP (lumines) was 2d... and don't you remember posting a whiny "what a bunch of crock" comment JUST YESTERDAY in my thread about 2d games? As for the 3d EJ game... if it was done properly and looked nice, I'd say "why the heck…
Looking pretty shnazy! Still not sure if I'm still a big fan of the planes for the coat, but hey it works. Also, did you take this render with a 100% Self Luminous material? It looks like he's in a real time lighting solution.
For real time you can use this shader http://www.gameartisans.org/forums/showthread.php?p=92454 Otherwise I'd go to the effects menu add a blur and set it to luminance then fiddle with the settings till you get the desired amount of bloom.
Okay so I tried several things, the roughness for the glossy reflection has "alpha is luminance" checked, I delete the extra reflection with deleted all layers, I decreased the weight of glossy reflection and it didn't fix the problem. In the pictures the black areas are the supposed to be glossy areas as they were in…
It's just a math thing, a physics thing. I'm not an expert on exactly how it all works but I'll try to explain as far as I know. If I'm mistaken on any point I'd be happy to get it clarified myself :) Gamma in short is a way to take mathematical information that represents luminance in a physical environment, and adjust it…
Started lighting this over the weekend. Only have the dominant, luminance-based light, some temp spotlights under the Falcon and a couple of static bounce lights. Still need to add a couple of lights around and tweak lightmass settings, then it's onto the interior and the rest of the city!
Honestly, other than the mario games, I can vouch for the rest being real eye candy. And ear candy as well (loco's demo music was great fun, lumines' music is pure awesome, metal slug just rocks, and GGX's stuff is great).
Anyone know how to do this, I'd like my luminance depth pass controlled by a ramp so I can control exactly where I want the gradients to appear, I'd like more than one gradient so the near and far are both out of focus.
OhboyOhboyOhboy! First the Lumines Live thing and now this! The new teaser trailers for the new Simon Pegg movie Hot Fuzz are out. You can check them out here. http://www.workingtitlefilms.com/trailers/hotfuzz_teaser1_xlarge.htm http://www.workingtitlefilms.com/trailers/hotfuzz_teaser2_xlarge.htm Wahooooooo!!!! I can't…
This is really cool! I would love to see more attention put into the lighting. Looking at the concept and imagining it in 3D, it feels like each floor would be illuminated by large area lights in the ceilings. That would help give it that luminous look. The hard shadows could be softer too. You might also look into adding…