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Cheers,
-dave
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Thanks John, the texturing was all done by the client so all I needed to do was convert everything from their in-game engine formats over to Max. Not sure what they used to create it but I got images that had different properties as each of the RGB channels (metalness, reflection, glossiness etc) along with diffuse maps, normals etc. It was actually quite easy to setup shader networks in max once I understood what the function of each channel was. Naming convention was not 100% consistent though so it was a trial and error process. I used marmoset to initially import the assets and assign materials as it gave similar results to the game engine (unfortunately did not have access to that) and from there matched up everything in Vray. The objective was to make sure the Vray result matched the surface properties of the model in-game (without me having to repaint all the textures like I usually have to do). Gotta love the PBR trend in game engines.
Yep. I like the whole PBR thing, especially as it's more libraries of accurate values being released, brightness and glossiness data for various surfaces so you've got a more educated starting point for things!
Well not perfect but a great improvement from my point of view..
Sorry I had to take down the in progress shots for now but the main art is there. Maybe at a later date
The Force is strong with you (yes I went there). Great work. Been playing that game a bit, and I'm impressed by the real-time rendering. There are instances where various vehicles hit the snow and make an impact crater. Got no idea how this even achieved in a real-time context. Anyways - nice job!
Thanks Bruce... don't worry, I've heard it a thousand times already haha. This came at a time when I had just finished a project that brought me to the dark side itself (can't elaborate but it was mega hard).
Regarding the game mechanics, well I have no clue but it does look cool.
Thanks Cedric, but sorry, no WIPs for now. Hopefully at some point in the future I can show those too. Thanks!
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