"If you want to dive back into the spirit of that era you'll get a kick out of the Vertex ebooks, still available to download." Cheers for sharing these are indeed gems, was oscillating between vfx and gamedev at the time so only had issue # 1 (cos of that mech on it's cover : ) also in my mind, not unreasonable too…
Its kinda funny. Usually I can easily ignore points like those but yeah overall they give the movie a so-so vibe. I think it's fine for new audiences, but I think it pales in comparaison to the original. The original Tron movie was much allegoric and abstract in nature and therefore made more sense in a way. Even derezzing…
Hi, i have mesh asset made of 2 IDs exported form 3ds max. One material ID is ordinary simple gray material. Second one is translucent material that is way too bright in shadows. Please look at the screenshot. I prefer not to use deffered decals as i would like to add these kind of details a lot more, and i don't think…
Very confusing, lots of repetition Most of the work from the demo reel isn't in the portfolio. The two knights aren't bad, but they cancel out the base male's value as a portfolio piece. The open face knight face is WAY too clean (rough, dark armor with strong spec vs. matte, clean boy face) Like two different artists made…
Anyone else experienced this, sometimes my perspective cams are too sensitive. My current perspective cam works fine, but upon creating a new perspective cam I find the sensitivity of it way too course. Zooming in and out jumps large increments and using the wheel which is usually precise is now jumping 10 centimeters at a…
Pretty nice work congrats! I'm going to be a nit picky bastard, it looks like a lot but its a bunch of minor things to keep in mind. -The chair- * The materials don't seem to match. There is a disparity between the the back of the chair and the rest of it. * No grime, dirt, wear or AO on the rest of the chair except the…
I think that Sobel math style "rate of change in normal direction across <n> pixels" is what causes seams issues working in UV space . in Blender you could just do dot product with world space normal map ( Considering the world space normal map is baked as direct output (emit) with -1-to-1 scale ) It gives same edge for…
No, you can't use secondary UVs in CRYENGINE. You can definitely fake the effect though. You could use a collection of meshes(with vertex alpha) to fake the depth and movement. I set it up really fast with two default cubes in engine and two materials. One uses the Vertex Deformation option the Illum shader comes with,…