Yes, of course. SSS shaders have always been used artistically in offline rendering. The shader tech has vastly improved over the years, but the input channels have always been derived artistically. The 3-channel approach to offline SSS skin - epidermal/subdermal/backscatter - has meant that everyone was creating and…
I'm not a super expert but from what i know if your model is for a movie= pre rendered with a software like Arnold, Vray, RenderMan etc. the pipeline goes like this more or less: - Model the High Poly "without any polygon limits" ( of course, don't add details that won't be seen by the camera and don't subdivide the…
Hey so I have some questions and I'm interested in a general question on the topic. So I've been working for a VFX house now for about 2 months and we are integrating the Substance suite into our pipeline, of course some general testing needs to be done before anything is set in stone and this becomes our preferred…
Alright, so I've decided to make a thread on a scene that caught my interest. This is a concept art piece by Carlos NCT for the Hitman 2 game: https://www.artstation.com/artwork/8lbWPm (This is for the Columbia map in the game) I only played Hitman (2016) and not the sequel (I might, though, it's tempting). This scene will…
Still rubbing the sleep out of your eyes? Waiting anxiously to find out who's in the first ever Polycount Pack? Then hop on in and kill some time. Here's a few things we saw over the weekend that we thought you'd enjoy. Beyond Black Mesa A teaser trailer hit the internet not long ago for an indie film called 'Beyond Black…
Thought I might answer some questions while I'm at it. Noodle!, You're absolutely right about the walls in relation to the other props in the scene, I'm gonna look in what to do about them, I'll probably just redo them and make a low poly that follows the shapes of the hi-poly in a better fashion. About the texture for the…
Thanks for the kind words ... much appreciated. Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default) For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i…
And this is why we have bald space marines... Yea sorting can be a bitch even in offline rendering it takes forever to sort all that out and render shadows accurately. Most render'ers take the geometry into account, not what is painted in the transparency map, until you force certain settings, then it takes even longer.…
-Make sure to take my advice with a grain of salt. I haven't done much in the way of feedback in the past but I've decided to change that and am starting with you.- First, it might be the angle of the model but the armor doesn't read right to me. I think it's partially because it's such a smooth transition from armor to…
Hello there, We're recruiting new positions, since we're always searching for talented and interested artists experiencing an indie video game development at the best. Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's…