We've been working extremely hard on the 'ORION' game series since it's first original (read: horrible) release with 'ORION: Dino Beatdown' on Steam back in May 2012. We fell short on delivering what we needed to and from that day on we started work on the spiritual sequel, 'ORION: Dino Horde' which was a game immensely…
Hi, Polycount. First-time post here, so I hope I explain myself clear enough here. I'm learning more about creating special effects for games, and I was wondering if anyone here know of some useful resources that explain some of the process of making game particle effects--particularly with the use of alpha textures on…
You allowed to publicly display this test? i haven't looked into it just helping if you are not thread should be deleted, so you know you can still land the job.(probably too late tbh.) Otherwise neat job, feel the forward facing view has almost blinding brightness ^ voom mentioned it also, i didn't read their post before…
So I did a bit more research/reading on iRay VR and there's actually a bit more information to it. At a basic level, iRay can take snapshots of both a left and a right eye image which is used to make the 360 degree panorama. This is the stuff that runs on any headset and isn't performance taxing. What Nvidia showed in the…
Hi Anthony, thanks for the feedback. I know about the golden 1 minute rule, but it’s not a total sin to go over. My reel time has been a lot longer and it was hard to trim it down to what I have atm. Once I have some new overhaul of animation I will be able to edit and trim it down, especially all the Lego shots. Sadly the…
Model/normals look sharp. Couple thoughts on materials: 1. The little dings where the wood/enamel/clear coat have been chipped away is going to be quite a bit less specular and have a smaller exponent. ATM it seem as if those details only exist on the diffuse. 2. The wood diffuse itself could use a lot more range and…
//Curmudgeon mode Can't say I'm fan of "3-point" landings. That video really has at least 3 very different landings, two of which are just for show. The real landing would have both feet under the body mass so you have the maximum amount of cushioning for the head (brain). Hand can land as well, but mainly for balance, not…
I wouldn't say that. Energy conservation is dependent upon the formulation of the BRDF problem. If the diffuse BRDF and specular BRDF aren't identically formulated (meaning they are derived from exactly the same microfacet description) then the microfacet model is broken and energy conservation must be applied more like an…
Thanks for the kind words ... much appreciated. Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default) For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i…
Hi, Forgive me if this is a noob question, but I AM a noob to Max materials, and wasn't able to google this. Also I hope this is the right site to ask at. (It's ultimately for a game, but it's a technique more for concept/pitch art...) I am rendering elements of a scene that I intend to bring into Photoshop. I would then…