Well after 2 years of poking and proding, I finally gave in to a family vacation to Orlando over the Christmas/New Years holidays. Crazy.. Yes. Broke.. Definately. Here's my plans: Disney World 7 days.. OMG Universal Orlando 4 days Kennedy Space Center (day of the shuttle landing) Busch Gardens Tampa 1 day Recovery from…
Hi everyone, It's been a while since I had time to work on any personal projects, so I'm very excited to be starting this new environment thread. It's a small cast away scene made for UDK and Sandbox, and is loosely based on the entrance to the Disney water park Typhoon Lagoon. I'm still playing around with placement, and…
Dropping in again. Answering to the first bit one can refer to my previous post here about Disney's workflow. They use blended materials which is energy conserving, as opposed to the realtime method of removing diffuse energy and then adding specular energy in one sample. Games use one simpler, combined BRDF. Because of…
There's also Insomniac Games who are making next gen Ratchet & Clank [ame= https://www.youtube.com/watch?v=E7vOzLEE_rw]next gen Ratchet & Clank[/ame]. And while there are very few games right now that do PBR + stylzed sadly, don't just limit yourself to games. Recall that Pixar and Disney makes high end CG films with…
i would rather aim for the colors and lighting of your first concept rather than ones on the paintover. original painting has a good atmosphere, there's a vibe of mystery and desolation. current version makes me think of some happy disney castles instead. it's not just lighting but also the fancy forms that replaced the…
Shinigami, That's essentially what I've done for the side-pieces, however the result is far from favourable in comparison with the reference. :| Not quite sure how to resolve it, I'm beating a dead horse at the moment as I'm spending far too long tweaking topology that is arguably un-savable? Wireframe No Wireframe The…
Update! Not had much time to work on this, but I'm trying! Going for a sort of Disney Infinity style, but not quite. As you can see, I've been experimenting with the hand style as they are both totally different. I think I'm going to keep the chunkier look and not have that more hard-edged looking hand on (our) left.I…
Render Engines are working more or less the same in different DCCs. If you know how to work with Redshift in Maya its to problem todo the same in C4D. Modern render engines are getting more and more standardised. In the backgound the work all with Nvidias Optix and the shaders are all inspired by the Disney PBR papers.…
I felt the same way. It should just say, if you are doing anything edgy or potentially offensive, make sure it is tasteful. It'd also be a good idea to be aware of the studio you are applying to when sending your portfolio out. I don't think a Disney studio would appreciate a portfolio full of busty women. But if a studio…
http://blog.selfshadow.com I I love reading white papers in my spare time. A ton of game engine stuff gets taken from the Disney principaled shader. So check that one out too. Also shaders are only half of PBR. You need to get rid of point lights and other approximations to get more plausible results. Everything in real…