Wednesday, May 7, 2014
Vray Practice [WIP]
I am testing out using Vray instead of Renderman. For some reason Vray seems to render faster in a single PC with good results. I am enjoying it! Of course, the model is old, this is purely to get my hands on learning some vray.
Friday, March 14, 2014
Sunday, March 9, 2014
Saturday, March 8, 2014
High Poly Tank
I felt I needed something military in my portfolio, and I've always wanted to model a super detailed tank. This is still very WIP at the moment but I plan on finishing it before GDC.
Friday, March 7, 2014
Monday, November 25, 2013
Material Layering in UE3
It's been a while. I've been super busy working on thesis, none of which I'm able to show yet. So I'll share something I made a while back in September.
It's a material that tries to emulate the material layering system that is present in next generation engines.
You are able to control how rough a material is, which is controlled through gloss that is linked to blurring of a cubemap. So if you were to want something like chrome, the reflection would not be blurry and the specular highlight would be smaller. If you were going for something like iron, the reflection would get blurrier and the highlight would be wider.
Next, I had it so that you are able to plug in a RGB texture mask to determine the individual material definition parameters of each material at a per-pixel level. Alternatively I had a procedural mask system for simpler assets (as well as save on a texture look-up) where you could simply place your UVs to one of 4 sides a square to determine their material.
It's all tied together by plugging in your normal and AO maps straight out of Xnormal. Further material detention can be controlled through tillable normal maps and gloss maps for a bit more wear and tear.
It's a pretty huge material network even with nodes nested in material expressions. End result was a pretty good prototype for cutting texturing our of the pipeline and saving lots of time.
It's a material that tries to emulate the material layering system that is present in next generation engines.
You are able to control how rough a material is, which is controlled through gloss that is linked to blurring of a cubemap. So if you were to want something like chrome, the reflection would not be blurry and the specular highlight would be smaller. If you were going for something like iron, the reflection would get blurrier and the highlight would be wider.
Next, I had it so that you are able to plug in a RGB texture mask to determine the individual material definition parameters of each material at a per-pixel level. Alternatively I had a procedural mask system for simpler assets (as well as save on a texture look-up) where you could simply place your UVs to one of 4 sides a square to determine their material.
It's all tied together by plugging in your normal and AO maps straight out of Xnormal. Further material detention can be controlled through tillable normal maps and gloss maps for a bit more wear and tear.
It's a pretty huge material network even with nodes nested in material expressions. End result was a pretty good prototype for cutting texturing our of the pipeline and saving lots of time.
Monday, August 12, 2013
Summer at Epic Games
I guess it's been a while. So this summer I interned at Epic Games, and it was an absolutely amazing time and TONS were learned. So the only thing I can show right now is how I got in, and I've been given permission to show my art test. For anything else, it'll have to wait until Fortnite is released.
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