They need 24fps for the filmic experience, and that's a bad choice for an action game.
So RAD staffs Neubelt and Pettineo will be presenting Physically based Lighting for The Order 1886 at Siggragh which is the 25th. I hope whoever is attending do bring us news and hope to see some slides too.
Crafting a Next-Gen Material Pipeline for The Order: 1886
http://s2013.siggraph.org/attendees/courses/events/physically-based-shading-theory-and-practice
Yes, yes PDF is out! Going through all 74 of them!
http://blog.selfshadow.com/publications/s2013-shading-course/
Looks like a good and straightforward way to do material variations. I guess to do all the blending mask maps for an object is a bit of work initially but I guess you can quickly create them by polypainting in Zbrush etc.
Best looking brass hand pump I've ever seen!
I guess a mix of some noise pattern plus hand painted stuff. Grime, rust area masks will have to be hand painted to get a real feel. Doesn't using so many maps for masks tax the hardware? I mean if every object uses so many unique masks for blending the many layers, it will lead to loading so many maps into memory.
What I loved the most was how the materials look so real , brick looks like brick, cloth like real cloth and their superb blending of shaders at the end o fthe pdf, page no 70 where they go from a brick to cement in the same shader with superb blending, and page 71 where they show the brick floor with wet patches ! Great Job !!
Yes, yes PDF is out! Going through all 74 of them!
http://blog.selfshadow.com/publications/s2013-shading-course/
I guess a mix of some noise pattern plus hand painted stuff. Grime, rust area masks will have to be hand painted to get a real feel. Doesn't using so many maps for masks tax the hardware? I mean if every object uses so many unique masks for blending the many layers, it will lead to loading so many maps into memory.
What I loved the most was how the materials look so real , brick looks like brick, cloth like real cloth and their superb blending of shaders at the end o fthe pdf, page no 70 where they go from a brick to cement in the same shader with superb blending, and page 71 where they show the brick floor with wet patches !
Great Job !!