hm, so why not just leave it in the ocean? and why did they bother to make it invisible only for it to be fully visible when loki came to find them? sorry, can't help picking at it :) I enjoyed the movie a lot. Just puzzled by some bits..
It is just a simple environment presentation about 400 Unreal Units big, so not very large in scale. But yeah I do like the idea of the camera being attached to the player to give the illusion of swaying in the ocean, how can I pull that off?
Had a blast playing it at Jay's house a few times. There's something about picking up civilians and tossing them in to the ocean I found so awesome. Maybe it was that I was inebriated, maybe not. Don't judge me. Finding orbs made the game, IMO.
I've updated my skydome so here is a new video. I've tweaked the night time, added moonlight and added morning/evening mist on the ocean. [ame=" https://www.youtube.com/watch?v=t2dD4qclu94"]http://www.youtube.com/watch?v=t2dD4qclu94[/ame]
Source does support vertex shaders and animated verts. I'd much rather do the latter though because I need control over the waves. I looked at RealFlow for 3Ds Max but the water doesn't look like it works well for oceans.
loving it brome. really great atmosphere and mood, you really got the feeling of mechanical drones and the cold depths of the ocean going on. initially i was curious on how you were integrating the top "eye" light but you pulled it off really well.
I've seen several people do realistic and believable (at least to my eye) waves/ oceans in Unreal with nothing more than a (reasonably) tessellated plane and proper material. Maybe it can't be done in CE3. Perhaps an expert will chime in and help achieve the desired effect :)
Great work! I was looking into creating a reflective ocean shader and stumbled onto this thread. I used your diagrams as guides and got the reflection to work somewhat. The problem is everything is way too transparent and bright? How did you regulate that in your shader?
wow amazing work, good luck man. suggest: use an input for SSS shader(subsurface scatering, in new DX11's feature) it's useful for ocean or realistic skin or .... http://en.wikipedia.org/wiki/Subsurface_scattering http://udn.epicgames.com/Three/rsrc/Three/MaterialsOverview/material_node.jpg
Here's my 1 hour lunch sculpt today. Based off of Karl Lindberg "Ocean Imp" Might go back and make teeth separate subtool and do some render passes. As of now only the eyes are separate and just a basic zbrush render.