Ok so first I would like to point out my own faults, first of all .. all of the penciled pixel painting Ive been doing would never work on a TV, it would just flicker like a strobe light on a television. But at this point this project is purely hypothetical. So who gives a fuck .. WOOOOO HOOOOO
Wow this is awesome! I think it would be awesome to see a night battle scene kinda thing. You could have moonlight shining in and fire's going on outside from the battle. You could also light some of the inside with some flickering lanterns. Just a suggestion and I think it could make this scenes lighting awesome!
An idle with another DOTA 2 rig, I think the loop happens too soon, but next time I'll make it longer.... also, I don't know why the lighting flickering... EDIT: Also, if me posting all these big gifs is killing anyone's load times let me know and I'll start linking instead!
ARG!!! @stinkhorse I totally forgot to do the paint over......during my lunch break i will. But here is my latest progress i fleshed out the lower sign area and worked on the sign. I will have to create a video to show yall the sweet flicker. let me know what you guys think :)
Some progress: Not sure where to go from here but I do feel it could be better. One idea I have had was animating the 'tears' so they rotate and drop up and down. I'm not sure if I can do that though. The flickering problem still happens sometimes...I am thinking it is a lighting thing...
Still doesn't make complete sense to me, if there was some flickering error, a hue was off, or the spec of background item was too strong, it just makes sense to use them District 9 completely took advantage of layers and it looked photo real (just as good or better than avatar IMO) on a small budget but wasn't in 3D.
I do this sometimes, I have a curtain with wierd shapes and I see what kinds of things I can see in it. Or I look at the trees, and flicker backwards and forwards focusing on all the silly faces I can see. Its this sort of thing that makes me doubt all the weird things people say they see.
i had a look again and found that it's a setting within the scene (provided by epic) - there's a bunch of postprocess volumes in there and one of them contains a left-behind DOF setting. i'm still not back to nice looking anti-aliased viewport that matches the asset view like i had it in 4.12 but at least it's no longer…
They have a pretty custom build of UE3 at this point. Nonetheless, there is some bad flickering if you really watch. Looks to be all smoke and mirrors / or a really cool water tech implementation. Or maybe a custom particle effect w/ collision on, duped a few times? Looks pretty sick either way. Edit - Jordan beat me to it.