No, I dont think that the entire models are tesselating either. But I do think it's feasible that just the heads are. The rest of the body is regular normal mapped geometry, albeit higher resolution by some way than Doom3 models. Look at the ears. http://222.122.42.70/tgs/16/ps3/ruliweb_mgs4_04.jpg Not a polygonal edge in…
again not something that needs to be "implemented" in code.. we do this, its part of the rig, no programmers required. its just a matter of is it important to your game. crying eyeball tear tech is great for a game that involves you doing tons of crying and twitchy eyeball movements close up in a camera.. but the reason we…
Ninja Theory are looking to fill a number of positions in our art department, to work on the ps3 title heavenly sword. <a href="https://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly%20sword" target="_blank">http://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly sword[/url]</a> For all art…
max users, has anyone else encountered these and willing to spread some knowledge: - numerical entries in status line or transform floater get either rounded down or set back to zero. i'm not aware that i changed something within the preferences but it's a new annoying behaviour. this happens regardless of scene scale,…
Hi all, this is my first serious post here, i hope isn' t against the rules but i' m posting the work i' ve done in a while for a game invented by me, i don' t think the idea is special but i'd like to play an fps with those elements, this game is a sort of experiment before making a greater game we want to make in the…
@NikhilR the cinematic/group project was just one way of getting attention to their work. I wouldn't look at it as this is the new way or something that has to be done, its just one thing that happened to work well, they also had nice work in their portfolio from their own projects. So if the cinematic grabbed peoples…
I think the big "fuzz" about pbr is more about the surounding stuff rather then pbt texture maps themselves. For exemple we can have realtime ssao without much hassle. We have reflection in every material. Wich is a big one. Wich also leads to static/realtime global illumination depending on the engine. For a normal…
Heya guys. Back for an update! But first; @jessicajanerule1 Thanks girl, this project sure is meant to be realtime (and animation ready) in the end, might go to Unreal or if I aim lower only Marmoset. In any case that's the goal I have for eyes atm, but we'll see where I go with it. Since the whole making it realtime and…
my goal is to make a mesh that would fit in a real time engine (in term of polycount and types of maps) but also make some beauty shots with a nice shader like with mental ray. in other words, i prefer to not use any displacement maps or options proper to a certain shader (like the "round corner" of arch and design). i…
Currently I'm working on resizing the office and adjusting the scene with the feedback I received. I was trying to improve the reflections from the large screen in the back of the room. So far I found two ways to reflect the screen onto the floor, this is what I have right now: image 1 : Using ImageReflectionSceneCapture…