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d1ver last won the day on September 12 2013
d1ver had the most liked content!
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Employer
Naughty Dog
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Job
Senior Game Artist
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Location
Santa Monica
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Website
http://artisaverb.info
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TheOnlyDoubleF reacted to a post in a topic:
Materialing - Free Photoshop Material Painting
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johan26 reacted to a post in a topic:
Materialing - Free Photoshop Material Painting
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Thanks Nicoreda! Oh it's all greatly appreciated ng.aniki! I'm putting those up into a feature request list up in the polycount thread(there's a button to get to it in the tool itself). As for the video you're also very right. It wasn't a tool overview but rather a quick pipeline example. I'm considering a new video with more indepth review at some point. Thanks again!
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nicoreda reacted to a post in a topic:
Materialing - Free Photoshop Material Painting
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Materialing - Free Photoshop Material Painting
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Materialing - Free Photoshop Material Painting
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AtsEst reacted to a post in a topic:
Materialing - Free Photoshop Material Painting
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Hey there guys!(and gals) I'm happy to finally be able to share this personal project of mine with you! It's a photoshop plugin for painting with materials in the comfort of the familiar photoshop environment. Oh and it's also absolutely free Drive link: https://drive.google.com/folderview?id=0B1zn6i0HQkjWRHRiU2VySl90Vk0 Direct download link: http://ArtIsAVerb.info/Cerberus/MaterialingAlpha.zip PDF Doc link: http://artisaverb.info/Cerberus/MaterialingPhotoshopPluginGuide.pdf I'm also sharing a modest library of material presets to get you up and running: I'd be happy if you can find as much use for it as I did. If you have any suggestions, ideas, feedback they'll be strongly appreciated I very much hope to keep this tool updated and improving to make it better for everyone and I can only do that with your help. Thanks
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Nysuatro reacted to a post in a topic:
Physically Based Rendering for Artists
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Physically Based Rendering for Artists
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Physically Based Rendering for Artists
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penE reacted to a post in a topic:
Physically Based Rendering for Artists
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Thanks for all the likes guys. Seir, it is the future of mainstream real-time cg after all Onji, it's already in UE4 and the new CryEngine. Also virtually every single game that looks next gen is using it, so from that we can conclude that proprietary engines of Guerrilla, Sucker Punch, Sony Santa Monica, D.I.C.E. , Infinity Ward, Treyarch etc... also have that implemented. Treyarch had IBL implemented in some form as early as Black Ops 2 I think. Also Remember Me uses PBR on UE3. The implementation itself doesn't seem super crazy. A few hundred lines of code. The problem is sampling the scene for reflections and lighting. This is where it gets more expensive 'cause you have more stuff to render and then sample in the shader. Most engines usually just got reflection cubemaps placed around the level. But since it's for next gen we also get increased horsepower and it seems like everyone is more then happy to spend it on PBR.
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Wassup Mapcore! If any of you are interested in understanding next gen material systems I did something last week that might come in handy for you Short Version: Physically Based Rendering for Artists - Recap - YouTube Longer Version: Physically Based Rendering for Artists - YouTube Slides are here, btw: http://artisaverb.info/PBR.html I apologize for low production values in advance and promise to practice my manlier voice next time Cheers, Andrew
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Hello again Steve! I'm just glad you like it buddy! KoKo5oVar, you're very kind! I do what I can. And I greatly appreciate when someone appreciates it. Thank you so much!
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Love it The texture work is just brilliant! Stalin/Elvis mash-up made me giggle Seriously though good colors in the final level and the atmosphere is quite authentic( which makes me kinda anti-homesick (which is a good thing ) )
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Hey there Steve! Thank you very much for your kind words Yeah editing is something I really wish I had more time for. I basically had to rearrange the music and do a final cut in about 6-8 hours for the second all-nighter in a row. Next time hopefully we'll be able to manage our time better. Cheers
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[HP], thanks buddy! I already got my prize: good friends, good work and a chance to try something new If people like it though I'm more then humbled. Thanks knj! You're totally right Algor. The inmates were made to be wet, so they pick up a lot of the environment with reflections. Regarding the second point 97% of the poses were made to be as generic as possible and then I just placed them around So yeah, he might've lifted the guy over the railing, or maybe they cornered him and he climbed over himself before the inmate grabbed him. It's possible but definitely not the most common scenario. I guess it's the price you have to pay for having "modular" character poses. Jord, thanks a lot, man. Yeah I'll definitely have to take all that feedback into account for the next time. Cheers
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Hey there Jason, thanks so much, man! Pampers, totally see where you coming from man. Started out there myself. But the bottom line was that that kind of editing wouldn't allow for some of the nicest shots we had. In carousel they are dealing with very confined spaces where you can just turn around the corner or go up and have a quick progression, but in our case we wanted to have some massive monumental architecture and ability to produce it modularly. hence 2 big open spaces. Also it's unapparent at first but a lot of their sense of progression comes from sounds - sound effects for explosions, screams, breaking glass, bleeps and their music is fairly ambient - not something I had the time to produce. I must've listened to a bazilion tracks settling on the final just a day before the contest deadline and before I got to editing. And the editing sorta drove itself. When you have intense music and mellow single camera pan it just doesn't jive to well. I tried doing some jump cuts at some places it worked nice. There was definitely no plan at first to do a lot of them. But some testing showed that after inital few cuts people were expecting them further. A consistency sort of thing that I decided to go with. Turned out to be really love it or hate it kind of thing but I'm glad I've got to experiment and at least make sure that audio and video work with each other. And considering that I had about 12 hours to recompose the audio as well as edit the video, pulling the second all-nighter in a row I'm in now way claiming that this is perfect myself. But I'm glad some people actually got to enjoy it. Thanks for your feedback, though. It's greatly appreciated, Anders. Chimeray, thanks for the kind words man Yeah it...definitely..is...not... Although my reply to Pampers could probably shed some more light on why it came to be. I'm glad you liked the rest, though! Cheers
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Hey there Mapcore, I thought I'd share with you guys something we've been doing for polycount Escape The team was: Vadim Baklychev - http://slipgatecentral.deviantart.com/ Matt Taylor - http://www.emptyworks.com/ Dylan Jones - our super-awesome rigging guy! Madison Parker - http://www.cloudengi...rojects/2883277 And yours truly. Here's what we came up with in about 1,5 months working in the evenings: Make sure to HD and watch with sound: Thanks for checking this out. We hope you like it! ^_^
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Thanks man, I hope it does too!
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You're too kind, sock! Yeah I've been getting a lot of request on breakdowns for materials so hopefully you can expect something like that. It's mostly just a question of finding the time. Which I'll hopefully have sometime soon Thanks again!
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Wow, damn good job man! I for one like the colors and the lighting. They give the map quite a unique feel. Congrats on release!
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Thank you very much Kinky! Yeah it just felt like such a waste coming from my "procedural" texturing project where I used to get normal, spec, diffuse and opacity from a single 3 channel map. I don't mind at all. I work at gameloft montreal right now. There are a lot of dimensions to that, though, that are hardly for message boards You're very welcome, kikette! Thank you. Thanks KungFuSquirrel So do I. I wish I'd done some videos or something. Much appreciated, penE! You're too kind Thanks Kedhrin. Totally viable concerns. But to be honest the opacity mask approach here is dirt cheap. To be more precise it costs exactly the same amount a regular opacity mask would cost only without adding an opacity mask. It is an optimization. And this is exactly what you see in the video and on the images. For the transparency mask you have to do 6 additional instructions which is not that bad. But obviously more stress. If you sample your mask not from the alpha channel but a different texture, the texture sampling and fetching will probably cost more then just encoding it into the diffuse. But as with all optimization it depends on what you've got to spare. For example PS3 is very tight on VRam but has aplenty SPUs so it might be a more viable solution there. Huge thanks, FMPONE! I'm trying to get good with general artistic disciplines and color composition here is a product of a lot of thought and consideration. So I'm glad you like it. Hey, Bunglo You're very kind and I wish it was all that easy. If some things wouldn't have happened right after I got the job I would've loved to work there. They've got amazing artists and do amazing things. But now, I don't really think it's for me. The test itself which is the textures took exactly one week. Another week for the BG and the lighting and the camera animations for the video. And then some time on top of that for editing and sound design. Thanks again, guys.
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Hey there, guys, thank you very much for all your kind words. Thanks, FMPONE, yeah Hurg is pretty prominent in these parts of the interwebs Thank you, 2d-chris, I hurgpreciate it! Bunglo, I hope you find it useful, man. Wassup Helderp! My pleasure, man. Mapcore is actually the only place I posted it online and I'm planning to keep it this way, maybe, for quite a while. Should I maybe consider a separate thread for it? Cheers guys
