Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
Most of what I learned comes from people I know, and what I learned when I worked at Larian Studios, from the other technical artists there. But mostly, creating complex materials is about logical reasoning: thing of every pixel as a mathematical value, and think about what your operations will do to that value. A helpful…
Revan: I do sketch a little, I have about a dozen doodles for any inanimate object I've made. But when it comes to anything organic, I'm boned. The proportions are always way off. Every now and then I try to whip something up and I'm slowly getting better. As for the design, not really going for a generic look. My options…
Yeah, you are right probably. Still I am not sure how a mixer with gazillion sliders I have no deep understanding what they are doing would help me really. In my experience the good texture differs from a bad one by very subtle nuances and all my SD custom nodes are about making it easier to tweak such things.…
Linear: Standard transform of Linear to sRGB. This doesn't include any tonemapping, so you will get color artifacts around areas that would go beyond 1. Can look pretty flat and is restricting with value ranges. Reinhard: The implementation varies quite a bit, but it's similar to a Logarithmic curve. It addresses some…
Max 2020 actually has a brand new hotkey editor(finally) that has reverse search for both actions and keys. Personally though, I use the Keyhydra plugin which is fantastic(and @Swordslayer mentioned above gets some pats on the back for that) This addon could be exactly what you're looking for. I like Blender's hotkey…
Hey Ben, I picked up two books from the library so far. 1. [ame="https://www.amazon.com/Essential-Mathematics-Games-Interactive-Applications/dp/155860863X"]Essential Mathematics for Games by James Verth and Lars Bishop[/ame] This book gets in pretty deep real fast. First 4 chapters are on real numbers, vectors, matrices,…
XRG makes a good point though. There's a lot more "let's throw in effects shots because we can" with CG because it's relatively easy to do. You often wind up with a whole lot of effects that wind up reducing the overall impact that would likely have been stronger if there were a few impressive set pieces or subtler effects…
Common problem. Depending on what software you are using, there are different ways to solve this. You posted the solution to this for Max, so I'll cover the other base: Maya. Un-instancing and freezing geometry in Maya will cause the faces on that mesh(es) to point in the opposite direction of the normal. In the viewport,…
I see it here. https://unity3d.com/unity/beta/unity5.3.0b5 If this is incorrect then it can easily be added to your own project by finding the tangent to world transform in your CGIncludes shaders. Alternatively you could construct your own vertex shader which would look something like my code below (Using Unity 4).…