yeah, Crytek, Valve (and Epic, I guess) have done all trailers and videos in-Engine for years. The tech seems to work in that trailer but it doesn't prove too much as of yet. (Blending between textures/materials - easy, growing trees - case of assets (could be pointcaches, could be clever rigging)...) one of the obvious flaws in this for example is the DoF in the shot with the dead guy in the foreground - the background is smearing into the blurred beard. still very nice though and I guess there's a lot of potential in there ![]()
Posts by e-freak
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could give it a try (iMac in the office)
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Wow, congrats! How comes everyone left Frontier within a month?
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make a plane, use some spare room on your texture (or use a second texture if necessary), put the plane as close as possible to the geometry and use alpha channel if necessary. should do the trick.
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dude, i wish i had half the relax you have. chemo is a bitch, but yeah - better safe than sorry. and i guess there's a couple more seasons you can watch
good to hear you're feeling ok so far.on a not so related note: may i ask if you're still working (more or less) fulltime when you're not in the hospital?
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there's also this on most of the EA sites:
[Blocked Image: http://crysis.ea.com/sites/default/files/styles/mediamedium/public/field/image/pfo_1.png?cb=aaadac46f3b1b6139a35e495a20ce836]

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yeah, are you arriving april 30th? may 1st is a bank holiday and we can probably organize a proper welcome party! welcome to the crycore

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Oh, and the textures have a white background? Don't do that it's weird, just use the average colors of your texture in the background, it's better for mipmapping.
Haha, my thoughts as well
Looking at the texture I went a little "why is it white o_O". Then again - great character pieces. If anything, I'd say more content. Also, maybe get the firextinguisher and some more props as a small stage/turntable scene for one of your characters - which would show that you did the fire extinguisher but wouldn't give it as much attention, as - as Helder pointed out - it has some flaws in comparison. -
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hey, did you use 3Ds Max or Maya or Sketchup? In any case: The thing you're missing is a so called Proxy. You might either set the material for your model to physicalize and let the Engine do the proxy for you or you could place Proxy Geometry withing your DCC-Software and mark it as Proxys by giving it an appropriate Sub-Material.
Here's a very good description of how this works

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Create a shader that reads the diffuse channels seperately and treats them as four different texture maps that can then be given additional color information through either parametric control or vertex color. The first channel is more or less just an underlying detail pass of grey metal, the next channel holds all kinds of cool shapes and borders and the blue channel holds decals and stuff and the alpha channel holds all hologram/screen textures. Now on the normal map you absolutely need two channels to cover for orientation, so the optimization is less aparent - but the blue channel is getting replaced to instead of holding depth information holding the actual cut-out alpha for the nice details that are stored in the green diffuse channel.
All objects in the scene got this texture applied in modo already and instead of painting a texture on the UV, he mapped the UVs around the texture, using different UV channels/seperated geometry if I got this right.
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Quote from Minos
This, a million times. I've lost count how many times I've argued with programmers about turning off the lights.

I must be an aberration then cause Im always the first people to complain about the place being too dark

I'm with you on this. Obviously you need to block light on the screen, but the room itself should be bright... otherwise the harsh contrast between the glowing screen and the dark room really gives me headaches.
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Hey Rick, have you been in Dubai recently?

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Quote from marks
Holy fucking shit dude, you will not believe this.... but somebody ACTUALLY did that at Frontier today. Vilham can back me up on this, though he works upstairs so may not have heard. I'm being completely serious. Fucking weirdos at Frontier I tell you.
Somebody smeared shit on the wall apparently, it caused a right ruckus I can tell you.
Somebody's been reading mapcore .... ;D
perfect alibi! good job vilham

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Mention "cupcakes" and a specific location in the company in an email and watch the zombie outbreak!
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Give Simon a shout
Never worked with Tomas, it's kinda weird cause everyone I ever talk to seems to know him 
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what Pogo said - integrating feedback and improving on your skills is the best attitude
Keep us posted on how it goes (and if you need any help or hints!) 
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Can you publicly speak about how much contact you had with valve over this? I could imagine a game like dota 2 benefitting alot from a tool like this over the classical everything in hammer...
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Not commenting on any of the modelling or texturing here, but you should think about getting your assets into a game engine and do a proper lighting for them. The whole diffuse viewport lighting doesn't help the presentation, while a nice lighting setup in either Unreal or CryEngine might bring this a long way.