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d1ver

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Everything posted by d1ver

  1. 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!
  2. 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
  3. 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.
  4. 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
  5. d1ver

    The Swamp

    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!
  6. 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 ) )
  7. d1ver

    Escape 2085

    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
  8. d1ver

    Escape 2085

    [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
  9. d1ver

    Escape 2085

    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
  10. d1ver

    Escape 2085

    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! ^_^
  11. d1ver

    The Desert

    Thanks man, I hope it does too!
  12. d1ver

    The Swamp

    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!
  13. d1ver

    CS_MUSEUM

    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!
  14. d1ver

    The Swamp

    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.
  15. d1ver

    The Desert

    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
  16. d1ver

    The Swamp

    Hey there Mapcore! How are you all doing? I decided to finally put up online something that's been collecting dust on my hard drive for ages now: Swamp - YouTube I hope you enjoy! All texturing took exactly one week. I appreciate you taking a look! Thanks for your time! All kinds of crits and questions are very welcome. Cheers
  17. d1ver

    The Desert

    Hey Bunglo, I remembered about your post the other day. A few weeks ago I`ve finally done talk in english, so feel free to check it out: I`m very sorry the sound got messed up, but hey, at least it`s better then russian
  18. d1ver

    The Desert

    Hey, Skacky, merci beacoup, man! Much appreciated Yeah those are gorgeous in real life. Feel free to google "slot canyons" and be amazed every time.
  19. Hey there, SpronyvanJohnson, that was a very heartwarming film. I'd also recommend it to anyone. I watched this one yesterday: It's still as awesome. I also totally forgot that it had pretty unusual emotional lows compared with modern beat-em up movies and I liked it a lot. The music was also a pretty interesting pleasant surprise I totally forgot about
  20. d1ver

    Blade Runner 2049

    Thanks for the pointer, jaboo224. Totally slipped my mind - you're absolutely right.
  21. d1ver

    The Desert

    Wow, that's quite a comparison, thank you very much, Thrik! I tried to stay as far away from Uncharted as I could since anything about exploration of the ancient would already bear too much resemblance and there obviously is some, but to receive that kind of a compliment is incredibly flattering. I just hope I'd be good enough to serve those guys coffee someday And I totally agree about presentation. I don't think I'd ever want to go back to static images for presentation. I personally find it very interesting and useful to care about the rhythm, the progression of spaces, composition and moods - static images don't show that as your final audience would see it. Also the ability to compose music on top of your video is as priceless as it is underrated. Thank you very much once again! Not at all Bunglo! In fact I'm sorry I even mentioned those, 'cause they are of no use to non russian speaking folks and I didn't want to make you a sad panda. Here's a happy panda for you I'll do all this stuff in English as soon as I get to some English speaking place, I promise.
  22. d1ver

    The Desert

    Helderp, thank you very much, buddy! (I'm sorry I couldn't resist:)) It's funny you should mention EOT, 'cause that was what drew me in actually I tried to post there first but apparently mods didn't know if I was just some crazy-ass guy posting in weird threads for no particular reason ha-ha which reminds that I have to go to Mr.Jesus appreciation thread and post some George Carlin there once again.) And yeah apparently 30 second of Silent Hill soundtrack now warrants prohibition of your video in the land of beer and sausages, so I just had to put Vimeo Embed up there aswell. I hope you've seen it though, 'cause otherwise how could you share this with your colleagues. Speaking of which, endless thanks for sharing this at work!!! I mean, wow, It's an honor, man! I'll make sure to stick around for all the awesome art (*ehem* naked chicks and pictures of dogs peeing on each other *ahem*) Hey there, Bunglo, huge thanks for the kind words! It's a pleasure to find someone who can appreciate the supremacy of conception over technology and I am more then happy to have been able to help you out! Just keep being conscious about all those fundamentals and in time you'll soak them up from everything you look at. I have a whole lecture about that actually but it's in flipping russian.(can't wait to start doing those in english). But really short, what's helpful is judging all the images you see by this particular properties: Just make sure to break down every image you see into this properties this way you'll be able to absorb good composition and lighting even from otherwise bad images. Best of luck!
  23. d1ver

    The Desert

    Hello MapCore! How are you doing here guys? I'm sorry if some of you have seen this already someplace else, 'cause I've been going around trying to share this with people, but there's one great thing that came out of this: I got to find MapCore and man do I like it here.) It's cosy, relevant and bad ass as hell around here. So I thought this could be my humble introduction to all you awesome people. I'm a really likeable guy, btw, especially when I jiggle my belly fat! So here's the last project I've been working on: NOW YOU MAKE SURE TO HD OR I'LL FOLLOW YOU HOME AND POOP ON YOUR PORCH Please make sure to watch the video until the very end, because that's where all the project is! All the following images are merely a bunch of working materials. Thank you very much:) Unfortunately youtube blocks the video in some countries so here it is on Vimeo: I won't be posting much screenshots for now because this work is not about static images at all and I really want everyone to check the video out. Now you've probably guessed by the end titles of the video that this environment has some kind of shader trickery in it.) And you're totally right! I figured I'd dump all the diffuse maps and do an environment without them for a change.(And a whole lot of other shader magic) I thought I saw an opportunity to improve the way we make our games technically, production-wise and hopefully not make them worse visually. I've written a comprehensive paper on "procedural" materials and if you have any ideas on the subject I'm always up for chatting.) Now for those of you who ain't gonna read it I thought I'd post a couple images from it here to give you the gist of it: Now some sculpts, or Normal Map renders to be precise: yay goats! Yeah my stuff rarely comes without reading material:P And the crappiest part that I'm actually most proud of:) Now I know I suck at concept art, but anyway: Once again I don't post much stills because that's not what this project was about and hopefully all this production materials will convince you to check out the video(in HD with sound On). Now if you're interested in all of the shader trickery and technical details that are aplenty in this environment, or concepting and ideation of a project of such scale feel free to check out my making of videos. It's a bit on the long side, but hopefully you'll get compensated with interesting info for your time. Technical: Conceptual: Thank you very much for your time MapCore. I like you all around here. I hope you can finally allow me top post without being moderated now P.s. There's one thing I wanted to share with you guys... ...THE MATERIALS! Click the image to grab them! There are all kinds of "procedural" materials for you to check out as well as a couple of example textures and meshes. Also there's a .PSD that makes for very smooth gradient map production as it allows you to preview your gradient mapping, normal, specular, damage and diffuse pattern influence right in photoshop! It's like you're painting your gradient map directly in UDK and can immediately see the end result! I've made a little video that will hopefully make things more visual for you: I hope this will help you guys to do your stuff faster, prettier and more efficient! Though it does take a little getting used to, I can't wait so see what great stuff you awesome people will come up with. Have fun and thank you very much for your time!
  24. d1ver

    Blade Runner 2049

    have you seen robin hood? This. Though I must say I'm still excited as tits for it. Even if he messes it up I'd rather see Riddley try something in the BR universe and fail rather then see someone else do it. I just hope it won't involve the principal characters of the first movie much. I'm sorry but the theatrical version of Kingdom of Heaven is a load of poop. But the Directors Cut is one of my favorite movies eva. Same goes for bladerunner and alien. Gladiator was ok, I didn't see much value added in it, didn't see much taken. It just tinkered with the pacing a bit.
  25. Love your stuff, Wesley. I come to your site from time to time for inspiration It's cool that you have the blog section in there and that new Amnesia trailer, man, I never knew pigs could that scary. Keep up the great work!
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