this isnt exactly true, you can do programmable shaders and normal mapping on the wii, konami has done it, the conduit has normal maps as well. i have also worked on a few wii titles with shaders, mario galaxy has fresnel, and you have to program a shader to do that. i am not saying its better than an xbox or anything…
Hey Guys, Thanks for posting! I should probably rewind a bit and give some back story on some of the design choices of the concept art itself. Here is some of the reference i am using for the model and the concept art. http://www.flickr.com/photos/27846893@N04/6547079087/in/photostream As you can see i am basing the style…
I'm trying to close the holes for these shapes so the red shape becomes its own block and the orange shape becomes it's own block. How would I do this? I think my topology is too messy to use zmodeler edge functions but I don't know how to clean it without losing sculpted detail.
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
I don't know if you are familiar with unity but it provides a good enough environment to easily and quickly start shaders creation in a real 3d engine. Unity is using CG as a primary shader language but this is very similar to HLSL so it shouldn't hurt to begin with that even if you decide to continue your learning in…
Team name: Distant Souls Team. (Not registered) Project name: Distant Souls: Act I Brief description: We're developing a third-person, action-adventure game with gameplay mechanics and style which could be best described as in the middle between Assassin's Creed and Kingdom Hearts; playing in up to 3-member teams. The…
SP 1.7.0 Changes : * [Performances] Compute layers content and their thumbnails at the same time * [Export] Save export path as relative when next to the project * [Layers] Added new blending mode : substract and add/sub * [Layers] New Bilinear HQ filtering for fill layers * [Shader] Set a default shader for thumbnail…
Hey man, ☺ here we are again, discussing workflow enhancements. I have actually been pondering this myself. Although decal machine looks great it looks to be more suited to staying in Blender. It uses baked mesh decals and POM. Also, Blender has a native PBR viewport. As in a lot of cases with Max we have to hack it…
Ok, maybe something changed in terms of naming or the way the tabs are organized, but it looks pretty similar to what it always was. There aren't that many variables so you really should be able to get a good result. Your normals seem pretty radial, maybe not perfectly radial, but they look ok in my opinion. Maybe you're…
Love the dystopian theme hence bookmarked :+1: and IMHO aesthetic has that overall unlit shader vibe so indeed very eye catching. Anyway success moving forward, I'll definitely keep an eye out for updates.