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Alien: Isolation

  • knj
  • October 22, 2013 at 3:16 PM
  • -HP-
    • January 21, 2014 at 9:03 PM
    • #141

    Are you using PBR rendering already? Doesn't look like it from the look of some of the metals.

  • PogoP
    • January 21, 2014 at 11:06 PM
    • #142

    Mark would know more, as he did a lot of the materials. We are using PBR, but we have more work to do on making them more physically correct, heh.

  • PogoP
    • January 21, 2014 at 11:11 PM
    • #143

    PS, one more screenshot has been released, exclusive to Mapcore:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Misc/alienucrazy.jpg]

  • dkm
    • January 21, 2014 at 11:14 PM
    • #144
    Quote from PogoP

    PS, one more screenshot has been released, exclusive to Mapcore:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Misc/alienucrazy.jpg]

    Lies! That one is from Colonial Marines!

  • D3ads
    • January 21, 2014 at 11:54 PM
    • #145

    Damn son...

  • Erratic
    • January 22, 2014 at 12:00 AM
    • #146

    This better be a puzzle game else what am I doing in this but touring the nostromo with my pal xeno taking some sweet screen shots

  • PogoP
    • January 22, 2014 at 12:13 AM
    • #147

    lmao erratic.

  • marks
    • January 22, 2014 at 8:52 AM
    • #148
    Quote from PogoP

    Mark would know more, as he did a lot of the materials. We are using PBR, but we have more work to do on making them more physically correct, heh.


    The materials are about as physically correct as you can get (without using actual scan/measured data) but parts of our lighting system aren't exactly pushing the envelope - thanks PS3! And you should know how key lighting is in a PBR renderer. Good specular lighting = good looking metals.


    e: if you have specific crits tho, shoot

  • -HP-
    • January 22, 2014 at 6:42 PM
    • #149

    Nah dude, they look pretty damn good, specially considering it will also be released on the old consoles, god damn!


    Anyway, still if you're curious, what exactly I was asking, I was just wondering if you could push even more of that "next gen" leap and make it look even more realistic if you intensified the brightness and of your metallic spec, and played with gloss maps, but it could be that your cubemap / reflections systems work slightly different to fit the art direction of course, since I remember most of the spacehsip be mainly dark metals, fibers and plastics, but still, chromes are always nice for accent and small trims because they add that really nice sharp glossy look.


    [Blocked Image: http://img826.imageshack.us/img826/2563/mxfu.jpg]


    [Blocked Image: http://imageshack.us/a/img811/5899/alien1979theatricalrele.jpg] [Blocked Image: http://images5.fanpop.com/image/photos/2…27-1280-544.jpg]

  • marks
    • January 23, 2014 at 9:42 AM
    • #150

    Come on man you know why that looks good in Marmoset - there's no way that you get close to that fidelity in a production environment even with PS4 / "next-gen" asset specs. If you made that in an actual studio for a PS4/XB1-spec game as a production asset, you'd get slapped. Crazy high-res normalmap, crazy high-res bespoke gloss map, and that's before we even get into the IBLs...

  • -HP-
    • January 23, 2014 at 10:27 AM
    • #151

    Well yeah, of course, I don't think I explained myself too well, but fuck it srsly, nvm. shit looks dope!

  • Sprony
    • January 23, 2014 at 11:01 AM
    • #152
    Quote from marks

    Come on man you know why that looks good in Marmoset - there's no way that you get close to that fidelity in a production environment even with PS4 / "next-gen" asset specs. If you made that in an actual studio for a PS4/XB1-spec game as a production asset, you'd get slapped. Crazy high-res normalmap, crazy high-res bespoke gloss map, and that's before we even get into the IBLs...


    I read this 5 times. It's like some sort of alien language to me. Being an complete noob it reads like this: Blah Blah Blah PS4 Blah Blah Blah PS4 Blah Blah Blah

    I'm exaggerating of course but besides some familiar terminology I think it says that HP is all about the bling with a disregard for the cost.

  • deceiver
    • January 23, 2014 at 2:16 PM
    • #153

    HP makes his all his textures in 16K since the next-gen consoles arrived! ;P

  • Rick_D
    • January 23, 2014 at 6:12 PM
    • #154
    Quote from marks

    Come on man you know why that looks good in Marmoset - there's no way that you get close to that fidelity in a production environment even with PS4 / "next-gen" asset specs. If you made that in an actual studio for a PS4/XB1-spec game as a production asset, you'd get slapped. Crazy high-res normalmap, crazy high-res bespoke gloss map, and that's before we even get into the IBLs...


    you could do that on a 2k and if it's a weapon model you should be doing that already.

    as for 'IBLs' i am not sure that you are referring to but i'll take a stab and guess you mean the cubemaps: if your engine does any kind of streaming then that's not a problem, you have a corridor-shooter with at most 40 cubemaps loaded into memory if you are going high fidelity.


    get next gen or go home.

  • -HP-
    • January 23, 2014 at 6:15 PM
    • #155

    you fucktards, I say "Make the gloss maps brighter" and everyone goes like "WHAT DO YOU MEAN MAKE ALL TEXTURE 8K!!11??!, IMPOSSIBRU"

  • PogoP
    • January 23, 2014 at 6:18 PM
    • #156

    I think that's a pretty terrible screenshot to be honest. Look at dem hard edges.

  • marks
    • January 23, 2014 at 6:58 PM
    • #157
    Quote from Rick_D

    get next gen or go home.

    PS3.

    To be honest mostly all of it is stuff I've asked for at some point or another, but coder time isn't exactly easy to get when you're writing your own engine alongside making the game. And you have to still ship on last-gen hardware.

    [Blocked Image: https://imagizer.imageshack.us/v2/800x302q50/819/gik6.jpg]

    Those highlights look pretty similar widths to me HP.

    Hard to get your ambient reflections to contribute to the spec aswell when your IBLs have to go into your GBuffer diffuse instead of actually rendering them correctly in emissive channel, because ... 360 and PS3.

  • KoKo5oVaR
    • January 23, 2014 at 7:26 PM
    • #158

    I feel this is getting really touchy, get ready mark and liam, i mean emotionally. Because if fanboys (like this very mean portuguese 3d guy) innocently start to nitpick at stuff like metal reflections...


    I assume the alien has the proper number of teeth... if not.. you guys are in deep trouble.


    I remember this quote from a fan on totalwar center, where i go when i want to feel bad about myself : "I get comfort in knowing the rome2 dev team are humans after all, and as such, that they will die eventually."

  • knj
    • January 23, 2014 at 7:48 PM
    • #159

    you guys be like

    [Blocked Image: http://f.cl.ly/items/0Z3C2S2z2L1v2J2E1K2d/tumblr_lk32kkr0v81qi4ajvo1_250.gif]

  • dux
    • January 23, 2014 at 8:59 PM
    • #160

    Fuck this up like rome 2 I'm gonna throw a brick through liam and marks windows


    [Blocked Image: http://www.reactiongifs.com/wp-content/uploads/2013/06/mad.gif.pagespeed.ce.pzIJ-5fdfM.gif]


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