Hey Polycount! I’d like to share with you some of the work we've been doing on NoseBound, a stylized noir adventure game developed under my indie label Quarantine Interactive. NoseBound is a serialized, point-and-click detective game set in a surreal, dark, and gritty city inspired by 1940s noir cinema, with elements of…
Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
On PC it is not so typical to cull on face level. Backface culling is basically a hardware feature, but frustum/occlusion culling not, you have to code your own algorithms leveraging GPU/CPU to do that. The static geometry of say good old quake/halflife levels indeed are culled on face level by CPU, prior sending to GPU,…
SkinShade4 is a "standard" material inside zbrush. If you open up the materials palette and expand the modifiers section you can check out all it's shader settings. It doesn't look like anything too complicated (just a slight increase in ambient contribution and blue tint in the specular from what I can tell). You could…
I'm running into a weird z-sorting issue with the standards shader in Unity 5. I have a prop with transparency. When applied to the model in render mode cutout. Things look fine. When render mode is set to transparent, the model has sorting issues. I recorded a 2 minute video explaining and showing the problem. Any help or…
SDFs are used in many different ways like making reading text in games less pixelated. https://www.youtube.com/watch?v=CGZRHJvJYIg 2D wise it can also be used for example in creating rain hitting the floor, creating a raindrop effect, 3D wise, intersections to visualize visibility shapes, ranges... or like a less resource…
Nope, BRDF is the complicated name for the equation(s) used for shading. Basically, given a surface and lights, it defines what color should be returned to the camera. Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual…
Hey guys, I'm using a Dynamic Parameter node in my material to expose material parameters to the particle editor interface. But as far as I can tell the Dynamic Parameter seems to have a default value of 0. I used to have my animated shader results showing up nicely in the preview window so I could get a feel for how the…
Hey I am currently learning how to use alpha maps in my texturing techniques. I have ran into two quick snags. First whats a good way of getting your base alpha maps down. Do you generate them from your diffuse or is there a way to bake them in xnormal. I have had success doing that for my fence by baking a base texture in…
This is a material breakdown shader for substance designer (for now work in all versions up to 2018.2). This thing allows to post your material breakdown on artstation straight from designer's 3d window as well as create beauty render with smart backround blurring. https://www.artstation.com/artwork/e04KkX…