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I mean if we were using cs-go they would probably be a better choice given how it recently got control over saturation and dither.
But we aren't using that. And that's real unfortunate because I would have loved to use cubemaps for some additional accuracy. It just looks awful in practice because of how incredibly underdeveloped they are in our branch.
Stuff from Darksouls 2 fairs pretty well when using it's ingame cubemaps. Probably one of the best in that regard.
Special mention goes to customhero for still being the best choice for this sort of thing but not working on pretty much every map. Thus being effectively worthless.
Which is a shame because it would have been absolutely fantastic for reflections on grazing angles. Albeit a little on the expensive side of things.
and don't talk about the gunship. this is a whole different shader beast... a whole lotta more texture combiner mess to cram in the ram... then your lil llight mashing... mofos. deal with that. :)
A careful enough phognwarp can fake it to an extent given they can be converted to a 2d warp rather than an overlay for the highlight itself but it also falls apart depending on the angle viewed.
Also not really. I'm just bothering you for my own amusement at this point while getting a start on reaper. The first bit was just seeing how much you knew and then moving on to probing if you did end up having a method that could provide visually more accurate results. A shame you didn't deliver.
If you would like to delve further on your current topic may I suggest consulting Episoder? He would probably be more than willing to give your method a try using the gunship as a testbed. If only to just see how it goes.
Wow you finally said it.
http://vignette2.wikia.nocookie.net/overwatch/images/c/c7/Zenyatta_Reference_1.jpg/revision/latest?cb=20160502200609
Zenyatta has a blue something on his forehead and if you look at some of his other pictures (google Overwatch Zenyatta), you will see it looks like it's reflecting something that wasn't in his texture to begin with. https://www.youtube.com/watch?v=K7Yh_YywD-U Watch this gameplay and look at his head movement very closely. His texture seems to be moving when he faces a different direction and WHY? It could be an Environment Cubemap or something that greatly resembles an advanced Environment Cubemap, such as the praised PBR. That lighting on his forehead looks fairly familiar. You can replicate it with phong since the MAIN LIGHT is the sun. TF2 has that too, and so do almost all of the games running in Source.
Because personally I'm still having a laugh over how you unironcially said "are you seriously challenging me?"
You 'can' get them working in source but only from certain angles. Not worth the effort.
http://i.blogs.es/59eb31/tracer/650_1200.jpg
You can barely see it here, but notice that Tracer's hair is different material-wise from the body? Notice her goggles are also different material, as well as those metal parts on her body. The phong is different than her coat, and her track pants. I did get a bit more info from Rafa Knight, basically it's possible to have one material for the body, but it varies based on either the material assignments, what the model came with (texture separation, masks, etc), and bodygroups. I don't know if you looked at the actual rips in Blender or whatever 3D software you use, but there are parts of models that can be separated, like bodygroups. It could be that's how the engine understands how to process the materials that are different. Maybe the body is one whole material relying on good textures, good lighting, and good detail use.
Also lol nope. It is not my job to do that for you. If you cannot provide proof to back your proposed method everything you've said thus far loses all credibility.
1) Environmental maps don't violate anything. If they work well in GMOD, and in Source games, it's possible that SFM is lacking in something those games have in their programming. (tested env_cubemap reflection with the Carbon Miku model in GMOD on a TF2 map and found COMPLETE reflections)
2) Phong is used to give a material an illusion or assumption of how it should look like it feels. As far as return color, diffuse, and reflections, not really. You can play around with the settings in the VMT, but that's all it really gives you. In a way, it reflects light, but I think it's just there to give the user more attachment to relatable objects.
The best answer is phong as it turns out by nature of it being a reflection rather than projection.
Although source handles phong... poorly. Rather the only way to get even midly acceptable results is through bug abuse. Using phong as a medium to return the color of the diffuse rather than to actually draw a highlight on the surface of the model.
And my god does it take a while to get it right. [orig06.deviantart.net]
On top of that every engine behaves differently and overwatch seems to be one of the rather odd ones. What method of conversion you would use for unreal 4 would not work for overwatch and vice versa.
PS: Nice scythe.
please
A mirror is just below pure white with the tiniest hint of green. Surface properties are being fully metallic (no diffuse) as well as having little to no imperfections on it's surface. Fully glossy per say. It gives off oh so slightly less light than it receives.
The realtime variant of physical based rendering is built off the principles that a mirror functions.
It's one of the simplest concepts for a physical material and should you grasp it metallics and dielectrics come fairly easily afterwards.
I feel as though you are entirely lost. Let me ask you a question so you realize just what exactly it is we're talking about.
What color is a mirror?
Your attitude towards self improvement is admirable; but someone whom doesn't understand the task should not give advice as to how to perform it.
Still not too bad.
Thanks for sticking up for me. I've seen your work, and it's amazing!
@TheBlueDiamondKid
The drap isn't attached because the model already had too weight links on it's vertices. If I were to reattach it, I wouldn't be able to export it. But still, thanks!
that's just the lil things. but nice try. ;)
With respect; It's an unreasonable request to make. You yourself would be unable to fulfill the very same request so do not pretend it is something easily achieved.
Asking someone novice to perform a clean conversion of pbr to blinn is a little much don't you think?