![]() Hard to see, but the chain links fade out 1 by 1, starting from the bottom. So aside from those, and my mate Tiges up there, here’s a few other examples. That one, and a few others, were handled by Nils Meyer and Steve Fabok, from memory. I ended up doing this for almost all of the characters, which exception of a few specific ones ( SPOILERS), like the giant chicken that you fight. (Which is usually where I’d go talk to a graphics programmer) Other Examples Maybe do the “erosion” stuff in Houdini as well, since it doesn’t really need to be erosion, just some arbitrary added stringy detail.Īgain, though, not worth spending too much time on it for such a simple effect.Ī better thing to explore would be trying to fill the interior of the objects with some sort of volumetric effect, or some such □.Give the spread some variation based off the roughness and normals of the surface (maybe).Use a solver to spread the values out from these vertices each frame (or do it in texture space, maybe).Set the colour for the vertices I want the fade to start at.Now that I have the Houdini bug, I would probably generate the rough mask in Houdini rather than painting it. You could spend more time painting the mask on some of them (which I did for the more important ones), but in the end, you only see it for a few dozen frames, so many of them I left exactly how they are. Sure, doesn’t look amazing, but for ten minutes work it is what it is □ With a quick setup in UE4, I have something like this: Overlay the flow map on top of the original rough greyscale mask, add a bit of noise to it. I then take the flow map out of World Machine, and back into Photoshop. Then, I take that into World Machine, and use it as a height map. I’ll use my Vortigaunt fellow as an example, since I’ve been slack at using him for anything else or finishing him (typical!).įirst up, for most of the assets, I painted a very rough greyscale mask in Modo: In the end, I needed to make about 30 greyscale maps for the dissolving effects on various assets. I actually used World Machine to create the detail in the maps. I won’t go into it too much, as it’s a technique as old as time itself, and there are lots of great tutorials out there on how to set it up in Unity / UE4, etc.Īs it turns out, there was already some poster burning tech that I could use, and it worked almost exactly the same way, so I didn’t need to do the shader work in the end: There’s a falloff around the edge of the alpha, and I’m applying a scrolling tiled firey texture in that area. I’m just using a painted greyscale mask as the alpha, then thresholding through it (like using the Threshold adjustment layer in Photoshop, basically). I threw together a quick prototype in Unit圓d using some of the included library content from Modo: Nothing too fancy, since it happens very quickly for the most part. What I needed to work out was a decent enough way of getting the tiger body to dissolve away. The VFX were such a huge part of the visuals Shangri-La, the team did an incredible job. I was not responsible for the lovely powder effects in the game, we had a crack team (see what I did there) of Tricia Penman, Craig Alguire and John Lee for all that fancy stuff. ![]() Or, as Max Scoville hilariously put it, the tiger turns into cocaine… NSFW I guess… That gave me a huge chuckle when I first saw it. But the software mode looks ugly: very low res and everything seems "unfiltered".In the world of Shangri-La, Far Cry 4, lots of things crumble and dissolve into powder. Running the game in software mode fixes the texture flickering issue. But that last part is rather theoretical, hence the choice between software and glitchy. (06-01-2013, 12:46 PM)miseru99 Wrote: There's no fix for this kind of issues p, well no other than running the game in software mode(press F9) which should actually fix it or eventually wating a lifetime for some future DX version and GSdx version that could support it. I want to play "Shadow Tower Abyss", the english fan translation. all on default, exception: GSD10 on Direct3D11 (Hardware), resolution 6x native GPU: Zotac GeForce GTX 480 AMP! Edition, 1.5GB GDDR5 What games you are trying to play and if you are playing them from ISO or DVD.Any non default settings you are using.Your hardware specs - CPU, Graphics Card, Memory, Operating System.(06-01-2013, 12:23 PM)jesalvein Wrote: In order to help you further with your problem, please make sure the following are all provided.
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