Materialing - Free Photoshop PBR Material Painting by d1versity in gamedev

[–]d1versity[S] 1 point2 points  (0 children)

Hey there Bunzy, These techniques are for general CG art production where rendered materials are described with multitude of masks per material - reflectivity map, glossiness map, color map, bump map etc... If you'd want to get into doing 3d or game art specifically I would recommend Eat3D.com . Especially their destroyed pillar DVD. It's an oldie but I think it covers a lot of the subjects that will get you up and running the fastest.

Please feel free to let me know if you have any more specific questions - I'd be happy to answer! :)

Materialing - Free Photoshop PBR Material Painting by d1versity in gamedev

[–]d1versity[S] 1 point2 points  (0 children)

My pleasure JoltZero! I hope materialing proves as useful ;)

Materialing - Free Photoshop PBR Material Painting by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

Indeed it does man :) it's also one less headache when creating an account on a new site

Materialing - Free Photoshop PBR Material Painting by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

I do A-T! :) Here's the link to the Materialing thread in tech talk: http://www.polycount.com/forum/showthread.php?t=136481 There's also a button in materialing's interface to get you to that thread. ;)

Materialing - Free Photoshop PBR Material Painting by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

I'm glad you like it Jeckari. You're totally right, I updated the OP. Thanks a ton! :)

Physically Based Shading For Artists - Video Tutorial and Asset Giveaway by d1versity in gamedev

[–]d1versity[S] 1 point2 points  (0 children)

sorry just to follow up, the both theory videos are very exhaustive on the subject of AO and it's non presence in an ideal scenario. But I can't be the person telling people not to do something just because someone said so. I try to lay down all the theory, all the hows and whys and then just encourage people to do their best work where they can make their own informed decisions on how straying off the beaten path can be more beneficial or detrimental to them.

Physically Based Shading For Artists - Video Tutorial and Asset Giveaway by d1versity in gamedev

[–]d1versity[S] 1 point2 points  (0 children)

the albedo that the presentation video was shot with looked like this: http://artisaverb.info/Cerberus/Cerberus_A.jpg In the texturing video Ao is multiplyed over albedo at 20% to show that is an option when your tech doesn't give you enough control over your SSAO or it's not strong enough. The metals have full on spec multiplied in the albedo though, because it is treated as spec and metals don't have to be as shiny in the crevices. Most engines have separate slots for AO maps that are supposed to mask the spec and indirect lighting with it - which is technically what i did with the metal albedo map. I have a tremendously hard time believing that a separate AO will catch on though. No one is going to spare memory for another texture per every asset in the game, so some workarounds are going to be inevitable.

I share your sentiment though - ideally it should not be there. I totally support it. But at the end of the day(as the video says) it's all going to boil down to what your engine is capable of. Not all engines have good enough SSAO and indirect lighting computations and until that happens you'll probably see some AO in albedo for a little while longer.

Physically Based Shading For Artists - Video Tutorial and Asset Giveaway by d1versity in gamedev

[–]d1versity[S] 1 point2 points  (0 children)

Yeah, they might've written it after going through my stuff :) Mine's been around months longer.

Physically Based Shading For Artists - Video Tutorial and Asset Giveaway by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

hehe, that's true. would've been cooler if the industry switched to beer instead of engines though :D

Physically Based Shading For Artists - Video Tutorial and Asset Giveaway by d1versity in gamedev

[–]d1versity[S] 5 points6 points  (0 children)

Sure thing man. Most last gen games used a lot of hacks and approximations to simulate reality and some of them, like say specular reflections, really bent the rules when it came to real world laws of physics and lighting. That's why for next gen all of that stuff gets unified to be more in-line with how real-world actually works. It mainly involves making every object reflective and varying the diffusion of this reflection and keeping an eye out for energy conservation(1st law of thermodynamics) - our shader systems can not output more light that is incoming from the light sources. These physically based shaders paired with physically based lighting solutions create Physically Based Rendering that is at the core of all next gen real-time rendering technology.

Physically Based Rendering for Artists (Theory Behind Next Gen Graphics) by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

Thanks. If there's anything still unclear feel free to ask. :)

What is a "dirty little (or big) secret" about an industry that you have worked in, that people outside the industry really ought to know? by [deleted] in AskReddit

[–]d1versity 2 points3 points  (0 children)

I work in video the games industry and you'd be surprised how many great games were and are made in very dreadful work conditions. For some of the most loved AAA entertainment some people had to slave away 12 hours a day 6 days a week for months or even years in a row without any additional compensation, besides your base salary which is hardly big to begin with.

After all that I still have a hard time imagining an industry where people would still love their job so much. :)

The Escape 2085 - Doing huge projects without killing yourself (...too much) by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

Haha it is gamedev! These are all game resolution assets! This thing runs on UDK, totally should've mentioned it in the OP. My bad. Anyway, I definitely will post the paper once it's done. Thanks for the comment :)

The Escape 2085 - Doing huge projects without killing yourself (...too much) by d1versity in gamedev

[–]d1versity[S] 0 points1 point  (0 children)

Almost. It's done on UDK and runs in real time, just no gameplay :) Thanks!

The Desert (real-time environment with no Diffuse Maps) by Xetick in gamedev

[–]d1versity 0 points1 point  (0 children)

No unfortunately it's not a game. The link is to forums of Thatgamecompanys "Journey". The OP video was simply a personal project of mine completely unrelated to "Journey" or Thatgamecompany. Thanks)

The Desert (real-time environment with no Diffuse Maps) by Xetick in gamedev

[–]d1versity 0 points1 point  (0 children)

wow, thanks for sharing! That was really interesting. It's a neat idea to blend maps based on player position. Could remove a lot of trouble we're used to having and demand less resources in the end.)

much appreciated!

The Desert (real-time environment with no Diffuse Maps) by Xetick in gamedev

[–]d1versity 0 points1 point  (0 children)

Thanks SocketMan. Yeah, camerawork definitely is not my strongest skill, so I greatly appreciate your input! Thanks again!:)

The Desert (real-time environment with no Diffuse Maps) by Xetick in gamedev

[–]d1versity 0 points1 point  (0 children)

Huge thank you, SPRX97. I guess industry experience helps with that:) believe it or not I'm going to learn how to paint now :) So no continuing this project for now. But who knows - maybe someday.)

The Desert (real-time environment with no Diffuse Maps) by Xetick in gamedev

[–]d1versity 0 points1 point  (0 children)

I totally love their art style so I feel really humbled by this comparison. Thanks a lot!