Yeah, I have seen it. But those are previs only. Kinda hard to guess what can be done with it just based on this. Here is article about RYSE pipeline => http://www.fxguide.com/featured/the-tech-of-cryteks-ryse-son-of-rome/ There was a page on Crytek about Cinebox, which I can't find right now, where they mentioned…
It kind of looks like the layered effect that's used with planes for moss in Ryse and other fluffy things. I don't know if there's a way to recreate that technique in a shader? POM? or some variant of offset?
Some experiments with CryEngine's SVOTI, new EV HDR parameters, voxel-based volumetric fog, and physically ~plausible~ Lux and Luminance values. (Using Crytek's Woodland level with Ryse assets)
[ame="http://www.youtube.com/watch?v=htdiNFEFdnQ"]http://www.youtube.com/watch?v=htdiNFEFdnQ[/ame] Hi guys, I've finally managed sometime to compile some of my work on Ryse: Son of Rome. Big hug to my colleagues Caleb Essex and Daniel Festeranu who did also an amazing work with Fx. Also a thank you to Sean Ellis for some…
Ryse original characters were 150k before optimisation. That's probably the highest it needs to go on hero assets, all depends on engine and type of game really, but can literally be anything from 20-150k.
Latest Portfolio Update - http://darrenhorrocks.com/ Updated some stuff for Far Cry Primal, Far Cry 4, Devils Third, and Ryse: Son of Rome Always appreciate feedback, thanks ahead of time!