Maybe you can see it here: http://oi46.tinypic.com/r0rssx.jpg I really don't know what you mean by "luminance map." My post processes has two materials. The first uses ScreenPos and ScreenSize nodes feeding into a Custom node with some quantization to produce a UV which gets fed into a Scene Texture Node, the result of…
I really like this scene, it's a big improvement over your previous work (especially lighting), if you don't mind me saying. Couple crits: First image: The wires in the first shot look funny, they're kinked with nothing supporting the kink. Smoke on the right is causing some weird artifacts. the lights on the left also…
In tonight's update I've managed to add as follows... - Seagulls flying around the tower - Apex cloth to the dangling cloth banners in the terraced housing - Adjusted the fog start distance to be a little further away so we get that saturated contrast back on the main tower (as per Matt's feedback) Most of tonight was…
During prototyping we establish a basic visual style through the production of lots of, well, prototype assets and shaders exploring and demonstrating the ideas for the visual style. As the visual style starts to emerge we begin to focus in on it and at some point it gets soft-locked. Then, later when we enter…
Hey man, its looking good so far. I can't help feel that the door is missing a lot of functional stuff. It looks to me like the door is designed to swing open but it also looks heavy, so some kind of robotic/hydraulic opening system would be cool. Like what has already been meantioned, the door itself needs to have more…
After battling a while with how best to efficiently texture the buildings for our scene, I've managed to put together a working modular kit that just needs some more tests to make sure that It can create the building shapes we want. I placed a couple round the scene with some very WIP textures just to get a feel for what…
Hey everyone time for an update. But first I'll answer some questions. *Adam - Yes, currently I'm rendering this scene out through Maya. I do plan to take it into UDK, next to see what it looks like in realtime. A bit of a daunting task. However, I did build the scene keeping it in mind, so the final Tri count is 139k, and…
The naughty dog art test is infamous for being like that, plus it's under NDA so you can't even show it at the end. Of course ND is in a position to have that kind of requirement, but that is a lot of ask for most studios, and many artists don't have that kind of time to devote to an art test. Think about how you'd tackle…
It's cool, I'm having few views on my work as well. It's summer and we're in here working on portfolio stuff. Dern lol. As for UDK, You can import it as is...but...don't know if I would. I usually import per object and build the scene in UDK. Also, you'll have to remember that each object needs a lightmap and if you import…
Yeah, the game is currently in a working state. You can actually participate in battles and stuff. The AI isn't done though so it's not fun to play yet :P The following positions are now open: 3D Modeler/Artist: We need someone skilled who accels at creating weapons and futuristic objects. 3D Scene Creation: If you're good…