gimymblert
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« Reply #380 on: March 20, 2018, 02:27:10 PM » |
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all four, some people think it doesn't make sense to talk about hair texture and fail to capture some properties which I'm still oblivious to. Also because curl can be altered to move along the scale. Still there is no visual works made to study this simple scale so imagine more complicated model.
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matriax
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« Reply #381 on: April 01, 2018, 04:38:53 AM » |
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Love that cloud one, i think is the same or similar to one i saw the other day on ShaderToy, if i find the link will post here.
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Golds
Loves Juno
Level 10
Juno sucks
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« Reply #382 on: April 01, 2018, 11:30:48 PM » |
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I can highly recommend Lexie Dostal's volumetric lighting tech for Unity.
I'm using it for my 3d shooter roguelike, guns n grime
It's simple to use, and fast. I think the possibilities of volumetric fog rendering are great. Full on blade runner style lighting is possible: One of the biggest value adds to my rendering pipeline other than the beta 2.0 postprocessing stackHere's another guy using Lexie's volumetric system to great artistic effect:
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« Last Edit: April 01, 2018, 11:38:50 PM by Golds »
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gimymblert
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« Reply #383 on: April 02, 2018, 01:34:18 PM » |
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THere is a free volumetric asset too
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Golds
Loves Juno
Level 10
Juno sucks
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« Reply #384 on: April 02, 2018, 03:57:38 PM » |
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THere is a free volumetric asset too
Yeah, it looks good too, but requires DX12 I think?
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diegzumillo
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« Reply #385 on: April 06, 2018, 03:13:15 PM » |
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Sand Rendering in Journey
I think this has already been share with the gdc vault or other source, but here is the embeded youtube version
I think I recognize that pattern. I might be wrong, but it's the meat of what we call renormalization group in physics. It's all over my work.
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gimymblert
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« Reply #386 on: April 06, 2018, 04:03:43 PM » |
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« Last Edit: April 06, 2018, 09:49:32 PM by gimymblert »
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gimymblert
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« Reply #387 on: April 07, 2018, 07:38:17 PM » |
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gimymblert
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« Reply #388 on: April 09, 2018, 10:25:12 AM » |
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Unite Austin 2017 - The Walking Dead: March to War - Rendering 10K Objects on Low-End Mobile Devices
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gimymblert
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« Reply #389 on: April 10, 2018, 03:25:11 AM » |
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CSS and Interactive Email
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gimymblert
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« Reply #390 on: April 12, 2018, 12:37:04 AM » |
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« Last Edit: April 12, 2018, 03:52:30 AM by gimymblert »
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Tuba
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« Reply #391 on: April 13, 2018, 06:59:21 AM » |
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While there is a trend of games having less interactivity to look better, you gotta try to understand the reasons for some of the changes there. Specially on GTA, the AI in V looks much dumber and easier and that makes sense to me when you consider that part of the fun in GTA is to spread chaos, having enemies with too much health can make the game slower and it's not as fun IMO. The world in GTAV is also much larger than GTAIV and you gotta remember that GTAV was a 360/PS3 game, some cuts had to be made (it was later ported to PC and PS4/One but only graphics and performance was changed). From what I remember GTAIV's biggest flaw was that it tried to be way too serious while also being a quirky and funny game. While GTAV was a game more focused on just being fun, it knows exactly what it is and don't try to be anything else. And I think the level of realism in the simulation of both reflect that. TF2's downgrade looks weird and unnecessary though, it's definitively related to the addition of customizable layouts that went through the years. I'm guessing that making it f2p and wanting to make it accessible to more people with cheaper hardware is also related to changes in lighting and model details. Haven't played the other games so haven't watched the other videos ¯\_(ツ)_/¯
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gimymblert
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« Reply #392 on: April 13, 2018, 08:02:54 AM » |
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Of course I know why there was "downgrade" (for example not breaking light is likely a game design decision to not lost player, as is fire through weak material), still funny to note that, ie that progress is non linear. However BOTW and Horizon are the same generation of games just not hardware power. That last example do show you can make something out of what's taking out.
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Tuba
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« Reply #393 on: April 13, 2018, 08:46:10 AM » |
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Yes, knowing your limitations and working around them is something Nintendo is very good at. Still blows my mind how beautiful Wind Waker looks on the Game Cube.
If you look at cel-shaded games based on cartoons from the same generation, it's pretty noticeable how low-poly some characters are and it feels weird because you know how the original is supposed to look like, there were just not enough polygons to do it and the outlines usually make it more obvious. Wind Waker characters on the other hand all look great because they were designed with a small number of polygons in mind and the lack of outlines make it harder to notice.
I'm just not a fan of these kind of videos (granted they are pretty useful for studying, so thanks for sharing), they seem to be pretty biased and made with the purpose of being used as cannon fodder for fanboy forum arguments.
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gimymblert
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« Reply #394 on: April 14, 2018, 02:10:56 AM » |
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Though the video shared focus more on interaction than visual, even though visual is how you convey them.
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Tuba
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« Reply #397 on: May 04, 2018, 11:23:50 AM » |
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JobLeonard
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« Reply #398 on: May 04, 2018, 02:01:55 PM » |
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gimymblert
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« Reply #399 on: May 09, 2018, 05:56:19 PM » |
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Hellblade Development Diary 10: Capturing Performance
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