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Posted (edited)

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 :)

Edited by marks
Posted

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.

 

 

mxfu.jpg

 

 vs

 

ynF5cRH.jpg

 

 

 

Although, after refreshing my memory and checking a few screens of the movie, you really realize most of the stuff is actually very low gloss fiber based materials with wide highlights, which also look really cool, so you're keeping the sharper glossy chromes for details like screws, right?

Fucking love it man, i can't wait to play this!

 

alien1979theatricalrele.jpg
 
Alien-alien-28810827-1280-544.jpg
Posted (edited)

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...

Edited by marks

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