But yeah, they both interpolate across the polygons in a similar way... both give you these linear-looking gradients from vertex to vertex. So if you bake lighting info into vertex colors, then show just the vertex colors, it ends up looking just like Gouraud. Kinda cool.
Thanks, I'm currently working on the fixes now, but any tips on how to get more of non-linear motion? trying to find out what kind of mindset to keep when coming across that. Update: Taunt 1.2: Hopefully I fixed everything Adam wanted me to.
Is your packed map in linear colour (uncheck sRGB)? I doubt that would cause the issue here though. Try removing connections to roughness, AO etc... and plug in solid colours to debug, maybe create a new material in case the shader parameters got altered somehow.
Looking good slipsius and adamturnbull! very good feel in the arc and land/pull ups. My quick linear blockout so far, https://www.youtube.com/watch?v=pVU6YsQ8Dvk Legion does not do well in PT. Not sure how far I'll get through this weekend.
@shaderfx thanks for your assistance, i really appreciate. The gpu model is Gigabyte windforce R9 280 with up to date drivers. @kodde That does it! Checking the box convert to linear space on the texture map node does the trick, no more double gamma corretion! Thanks kodde!
The animation is a simple linear interpolation between the vertex positons. It's used mainly for facial expressions as it requires a lot of bones to get them right. It's way easier to deform the mesh the way you want with blenshapes, especially for a cartoon/manga style. Maybe the animation is a simple mesh swap but that…
Yea, Ashen looks like a one to watch. Can't wait to find out more. About Tomb Raider. I love it but 80% of that gameplay was "Push forward to walk along a linear "corridor" and watch some environment stuff going on". Didnt like that at all in the last game. Less of that please.
Just started adding some linear movement to try to get the feel and weight of the big fella before moving on. How do you add videos to this btw? Its my first time on the Polycount forums. http://youtu.be/gAW-TZxqlKI http://youtu.be/K2ltKw0hnDU http://youtu.be/ttdoS2qL9oI
Hourences' tutorial only shows straight vertex blending, so you get a linear gradient only. Tor Frick's Eat3D video shows how to use a mask with vertex paint, for more detail in the blends. Really cool! There are many approaches for this, see http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
Wouldn't bother with light shafts on this at all, a simple emmisive material and a corona can do the same job but with more control. Its an interesting mine shaft, and I look forward to seeing how it comes out, but I can see it being difficult to make interesting due to its linearity.