Ah yeah, the lines are blurred with UE3. Programmers can write a shader (like HLSL) that generates the inputs for the nodes in our material editor, but we can also switch the material editor to use "Custom Lighting" Which means you can generate the whole lighting model in our material editor (some stuff is still done in…
Obviously things are going to work differently at other studios. My post was simply written to clarify how we do things at Epic because there was a lot of assumptions made in previous posts. I understand that a company writing their own engine has to have a programmer write most of the shaders and things have to be planned…
That's a good point, JordanW. However I think there's been a bit of a crossover here about what is a "material" and what is a "shader". It will probably be different depending on the tech of course. When I talk about shaders, I'm generally not referring to simple stuff like making an existing texture input…
After talking to another artist here in the studio who is also on polycount, I think I understand what we may be running into here. In the example of the blue skin with red spec on the nose/ears where you would have SSS, I can see what you're going for. Since you don't have SSS, you're going for maximum contrast between…
Hehe Glib that's exactly the answer I was waiting to hear :P Yep those are rare cases shown here (christmas ball, redbull can) and obviously they are not the type of asset mostly seen in todays games. But! Mop was just showing the most obvious examples to bring the point across. In fact, full color spec has a huge impact…
Xoliul, define overboard? :) what I am saying is that a team needs to be organized enough to know its limitations. If your not using a deffered renderer, dont have massive issues with texture lookups or the number of shaders/functions per shader then why limit yourselves? Work to your limitations but also work in a…
One thing that sometimes works in getting a coder to add a new feature, which Vailias hinted at earlier, is you telling them "there's no way someone could code that into our engine, it simply can't be done." Then he/she gets all excited and codes it up on the weekend, then comes in and shows it off on Monday saying "Look,…
I dunno, I've found that even if you trust the people you work with, if they are not constrained by some technical requirements (artists especially) then they will go crazy with stuff that ends up needing more time to optimise out later and that ends up wasting work and time at both ends - theirs for making the really…
Dude you are lucky you get spec from the sound of it. :D Maybe you should lay a hint like, I think the last game that didn't use spec color was Pac Man and Frogger. :D I don't get why this happens, the no can do attitude, if I could code and an artist asked me if we could get some feature, I would be like describe it,…