anything that uses bsp is "running on quake3 code"
Posts by marks
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*stabs own eyes out*
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http://www.creative-assembly.com/jobs
Contact me via PM and I can put forward your CVs and folios internally (if you want).
Producer/Associate Producer Technical DesignerLead Multiplayer Level DesignerLead Level Designer VFX ArtistConcept Artist Lead Character ArtistSenior Character ArtistCharacter Artist Senior Environment ArtistEnvironment Artist Technical Artist UI ArtistLead UI Artist
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Old joke is old.
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I think that's pretty pedantic. Sorry for using a deferred renderer (and consequently only being able to use post-process AA tech).
On a more serious note though - yeah aliasing is a big problem with the approach of modelling everything - much easier to sample textures. Especially with (like helder mentioned) super glossy surfaces everywhere, specular aliasing is also a problem.
Why you so mean oli =(((
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My work pc has an nvidia card (two, actually). Seems fine to me.
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Just be happy you got fov

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Maybe your expectations are backwards.
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Yeah you didn't even play quake you faker
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This just in: IGN review was liam's fault
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rofl youre such a wuss oli
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Quote from (HP)
Wait, there is no normal map on evn ? Even on floor with metal plates ?
Yeap, absolutely everything was modeled. I guess I saw some floor grates use a cutout alpha map here and there, but it's rare. They seem to have more or less zero bakes, it's all tilable materials and gloss maps got 90 percent of the way there, they do all the job along side good lighting too.
All round edges seemed to be done using custom normals, so most if not all the mesh uses one smoothing group; that's really good because smoothing groups (hard edges) actually add up a LOT of vertices to your models, so they had twice the tricount to play with.
Yeah that's pretty much exactly it. I would say from technical point of view though it was so absolutely horrible to get to work nicely, I would not recommend that workflow at all
almost all tech/coder guys were agreed by end of the project that we should have used a texture-based approach for much, much more stuff.Quote from (HP)Display MoreI have some quick tech questions, maybe Mark could answer?
What custom normals solutions did you use? Did you guys develop a inhouse script? I know max isn't very good with custom normals, mainly because the nature of the modifier stack. How did you work around that? Did you leave the smoothing for last? What about asset iteration?
What AO solution(s) did you use? This engine has a really decent SSAO, but I noticed there's something else going on there, did you bake AO on vertices as well, or?
I'd be extremely interested in seeing a break down on the environment modularity, with a environment like this it's extremely easy to see repetition everywhere, but I found you guys managed to mask it very well. I figure due to the nature of the workflow you used, you can always just model some extra tech doodads, quick UV, throw a tillable material on it and mask a few areas? I'd love to hear a few words from a artist that worked on this on that topic. (Maybe a GDC talk or something, hint hint)
- What custom normals solutions did you use?
- Inhouse solution, based on a 3rd party script, think Liam already described it in depth. It was a last-stage step before export. All the data was saved in vertex colours so iteration was remove the custom normals modifier, iterate on the asset, edit the vert colorus if you need to and then re-apply the modifier and export.
- What AO solution(s) did you use?
- Nothing special in terms of SSAO, but yeah also used vertex AO aswell, mostly baked in max using FAOGen but also a lot painted by hand.
- GDC talk / environment art workflow stuff
- What specifically are you interested in finding out about? It's something we're talking about at the moment (maybe putting a talk together)
- What custom normals solutions did you use?
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