^This With current gen tech I dont think there is really much of anything you cant do artistically already do. The new tech is not a fundamental change as the development of pixel shaders. It just makes things prettier. Hopefully the next gen will allow people to focus more on art creation then learning new tech techniques…
yes it's called degenerated geometry you basically create a face that has twice the same vertex, ie a edge of zero length, that will result into a "non visible" triangle. because it doesnt generate any pixels, it's a pretty good trick to keep a strip running on some other place. However not all platforms might support it…
Yea, thats what Im kinda doing now EQ. SyncViewS pixel viewport script helps tremendously. I guess I'm still too much a perfectionist. Gonna take awhile to overcome that, even though it slows my workflow down. God, it sounds like object space would be my savior.... If the damn TGEA engine would support em! :(
i agree with pixel masher... also some drapped algae alpha planes will really set it off too... with some particle emmitters at the end for drops and the odd puddle on the bridge edit you could also use the same sort of shader with an added uv scroll in the second set of uvs to acjheive the thick mist of water that the…
This is a ghetto work around, but I made an action that deletes all the rasterized pixels on my current layer and then strokes the path called "working." When ever I'm working on a specific tire tread behind one of the cars I tweak the path and hit F2 to refresh its stroke. Photoshop really needs to invest in some non…
@keosar, if you snap your lightmap uv's to pixels and make sure you got sufficient padding, it should kill that bleed you got going on. and if that dosnt work, just use the pillars to cover up where meshes meet. here is what im doing sofar, still planning and trying to figure out what im going to do with that corner.
Hm it says "Sander de Lat - Environment artist", why is the first thing i see a character? I think your strongest work is the last piece you show, besides some strange pixelation and why didn't you mirror the carpet twice so you gain 4x the resolution? otherwise i think this should be the first thing you show
To me this is the less valuable point. Not enough, to afford teams working with it, spending money on licenses, etc ... 1.Our engine is not supported by Handplane --> Frostbite 2.Our current game are shipped without it and look already good. But if the it allow us to make more optimised assets : with less vertices, less…
I think by 'faked' Daz meant that they shader was not doing the types of calculations that an off-line renderer does, but instead something cheaper that yields a similar effect to SSS. I think they're calling them 'transmission masks,' and the shader was primarily a translucency effect (self illuminate if nearby pixels in…
this looks absolutely fantastic. very clean and bright, badass work. i love that the textures aren't overpowering the sculpt. those dark spots at the edge of the pants look somewhat odd to me from the front perspective. a little bit like uncolored pixels at the edge of a uv seam. perfectly fine from the side though and…