gimymblert
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« Reply #180 on: August 28, 2016, 11:02:19 PM » |
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gimymblert
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« Reply #181 on: August 29, 2016, 08:07:46 AM » |
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gimymblert
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« Reply #182 on: August 29, 2016, 08:11:06 AM » |
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gimymblert
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« Reply #183 on: August 29, 2016, 08:18:12 AM » |
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gimymblert
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« Reply #184 on: August 29, 2016, 08:19:06 AM » |
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gimymblert
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« Reply #185 on: August 29, 2016, 08:34:41 AM » |
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ProgramGamer
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« Reply #186 on: August 29, 2016, 10:24:16 AM » |
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I want to watch these videos but I'm at work.
ughhhhhh...
Can you remind me to watch them please?
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ProgramGamer
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« Reply #187 on: August 29, 2016, 04:13:13 PM » |
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I have now watched the videos.
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DireLogomachist
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« Reply #188 on: August 29, 2016, 09:43:01 PM » |
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That is an awesome channel! Thanks for the find!
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Living and dying by Hanlon's Razor
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gimymblert
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« Reply #189 on: September 03, 2016, 12:21:48 PM » |
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gimymblert
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« Reply #190 on: October 03, 2016, 01:18:19 PM » |
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https://www.artstation.com/artwork/JOY4AUncharted 4 Characters' Hair Here some closeup details of the hair on main characters. Using 4k high-res capture.
Here are some features we used to create the volumetric look of the hair, realtime in-game: 1. Using baked shadow map and wrap diffuse to fake the shadow. It helps us to get the feeling of depth and volume of the hair. 2. Scatter is really important for blonde hair to look right. It’s because the lights scatter between hair strands. We can’t afford ray-tracing, of course, so we approached the similar result by wrapping the lights and offsetting the dot(N,V). 3. We used typical kayjiya-kay specular model for the specular of the hair. We also put hair id maps to masked out the offset value of the spec.
Models of the characters showing in the post are done by talent Character team. Frank Tzeng worked on Drake, Sully and Nadine, Soa Lee worked on Elena, Colin Worked on Sam, Jaehoon worked on Rafe.
If you guys want to know more details, I will give a talk at Siggraph this year July 2016. http://advances.realtimerendering.com/s2016/
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DireLogomachist
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« Reply #192 on: October 11, 2016, 08:41:52 PM » |
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Living and dying by Hanlon's Razor
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gimymblert
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« Reply #193 on: October 23, 2016, 09:08:14 AM » |
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I want to use 4096x4096 texture pages in Game Maker: Studio. While I know most machines can handle that these days, what devices can't? You can find 148 desktop chipsets that don't support it here. And when you want to look up mobile chipsets this site has got you covered. And here is a table containing the information for iPhone / iPad
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gimymblert
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« Reply #194 on: October 26, 2016, 04:56:43 PM » |
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gimymblert
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« Reply #195 on: October 30, 2016, 09:20:54 AM » |
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gimymblert
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« Reply #196 on: December 30, 2016, 08:17:31 PM » |
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gimymblert
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« Reply #197 on: January 03, 2017, 01:52:39 PM » |
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Low Complexity, High Fidelity: 'INSIDE' Rendering - GDC Europe 2016 Great talk with many trick also mentioned in this, blue noise: http://momentsingraphics.de/?p=127
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gimymblert
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« Reply #198 on: January 03, 2017, 01:54:39 PM » |
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Unite 2016 - A Guide for Achieving World-Class Visuals on Mobile Devices
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gimymblert
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« Reply #199 on: January 03, 2017, 01:55:36 PM » |
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Unite 2016 - A Step by Step Guide to Making a Scene That Looks Like The Adam Demo
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