Good thread, lots of good reading in here. Moving into a smaller R&D firm or starting your own studio seem like common alternatives for seasoned gamedev artists. I did the former, after about 9 yrs in game dev. Now I'm working on realtime3D military training apps (among lots of other things), and it's actually pretty fun…
Microsoft has done some research on real-time fur. http://www.research.microsoft.com/graphics/realtime_fur.asp http://research.microsoft.com/~hoppe/#fur (playable demo) http://developer.nvidia.com/object/cg_effects_explained.html#Grass%20Rendering This may work great in a demo, but it isn't very performance-friendly in a…
Our solution for this issue was adjusting the shadow bias in Unreal as mentioned here: https://answers.unrealengine.com/questions/509418/self-shadow-in-realtime.html
Hey Amesy, Pretty cool to see vfx people here :) You have a good start there. My main gripe is that those effects are looking overly simplistic. Particle sizes are mostly constant, same color and same speeds. VFX, specially for mobile, it's just a bunch of very simple geometry so you gotta try your best to hide it's nature…
One thing I dislike about Mudbox is how limited it is when it comes to creating props and clothing.There is nothing like extract mesh,remesh,and those features that eliminate the need for a core modeling software.Although using ZBrush has sort of given me an idea of how to extract mesh from an already existing mesh in…
I don´t know which AR plugin was used because I only did the asset production on this. After that I gave it to another company called realtimelabs (realtimelabs.de). Edit: they used qualcom vuforia :)
Hey Frell, I believe this is what your asking for. With the lights in your scene turned off go to the lightmapping window and add a number to you skylight intesity like a .5 and keep the bounces down around 1, also turn on AO slider. Bake your scene and it should look like a flat gray scene with your AO baked. Now turn on…
A good way to judge the flow is to rig it to a skeleton, and do some simple range-of-motion rotations. This will show you where it falls apart. After a while you'll develop a visual understanding of which kind of edge flow works well, and which doesn't. Nothing teaches like experience. We have some examples here…
Each kind of effect demands a different approach, some things can be done fully in the game engine, others need quite a bit of work on a 3d package before putting that in an engine. I'd advise you to get Unreal Engine and mess around with the particle editor a lot. There's quite a bit of documentation on it so I'd start…