[ QUOTE ] And like I said, if you look at Vietnam-to-1942 and look at 2142-to-BF2, you'll draw a lot of comparisons. [/ QUOTE ] Not necessarily. Vietnam was developed by DICE Canada, whereas 1942 and BF2 were developed by the original DICE studio in Stockholm. I believe that 2142 is being developed in Stockholm, and that's…
fly_soup: That's a tough one, I suppose if you can get a screenshot of the model in an engine that does it properly and it looks good, it shouldn't really matter that your spec is grayscale. On the other hand, if you're showcasing the actual texture, coloured specs probably look more impressive than grayscale... heh. I'm…
"Sonys new console will feature graphics chips developed by Advanced Micro Devices Inc. (AMD) and processors capable of rendering games at 240 frames a second, Pachter said. Current-generation games typically render at 30 or 60 frames per second. " Nice! So 240 fps for nextgen then? In Pacther we trust.
1st place - Monster Hunter Illustrations (Contains a 240 page color kick to the groin. If that isn't enough it also comes with a 64 page b&w illustration to finish the job) 2nd place - Final Fantasy XI World Concept (Another 240 page book. Covers character designs as well as environment/monsters) Worth a mention- The Ark:…
Hey Polycount, My other project the car was rudely interrupted by the Artstation challenge , Metropia 2042- Vehicles of the Future :) I showed progress along the way which can be found here https://www.artstation.com/contests/nvidia-metropia-2042/challenges/60/submissions/40521 but thought I'd post the final images here…
That's definitely gamma. If you do a levels on either side and put the midpoint at 2.2 (left side) or 1/2.2 (right), you get identical colors. Not sure why the vertex colors are being gamma corrected, though, or where to tell max not to do so. Worst comes to worst you could do a gamma correct in the material setup (pow…
artquest> I think HLSL has a simple flag to handle linear from what I've heard. Haven't worked with HLSL myself. When I author my shaders in mental mill I usually handle this manually by x^2.2 on the inputs I want to convert from gamma -> linear, then on the final output you want to convert back to gamma by x^(1/2.2).
The sorcery is gamma correction, because you are working with gamma 2.2 enabled you need to set the import setting of the texture to gamma 1.0. Otherwise it would apply a gamma correction to the texture which would "move" the middle-greypoint of the map. Working with a Normal or Bumpmap with Gamma 2.2 would only work if…
You have to set up the right ISO and shutter speed in the vray camera. It's just like real life photography . I would also advise to work with a linear workflow(gamma of 2.2), don't forget to recalibrate the textures for 2.2 gamma, Maya has an attribute/node for this so 3dsmax should too. you get the best colors and…
hey Ace Angel, when are you going to get yourself added to the workshop as a service provider? I already recommended you - and I think others should too! I tried the 2.3 shader and I have found an issue with the alpha I used 2.2 qand 2.3 in the same scene as an example - 2.3 is not accepting alpha in the same way that 2.2…