I digress, 3D art, video game art to be specific is something I always found interesting, probably stemming from my love of building model kits and Legos as a child, and being really inspired by games like Metal Gear Solid, Ace Combat, and the old NovaLogic titles. At least I feel like that wasn’t a complete waste of time, as it has given me a different perspective on how computer graphics work and how performance is impacted by the model you create. However, somewhere midway during my studies, I found it really wasn’t something that suited me and it wasn’t something I enjoyed or had the patience for, I still managed to trudge through the studies and get the degree. I had always wanted to work on games since I was a small child, and programming them looked like it was something that would be right up my alley.
Currently, I am working for a startup called Meta Immersive Synthetics as a freelance artist.įunnily enough, my degree is in sort of the opposite spectrum, in software engineering. I have about 3 years of experience as a hard surface/vehicle artist, and I have mostly worked on smaller titles like Heliborne, and DCS F-14. I enjoy long walks on the beach and cooking (I guess the reason being they both involve baking). I'm just an artist so I've been just absorbing the information as I can, I can't give you much technical information about how it works.My name is Leon Fotevski, and I live in Skopje, Macedonia. Fox Engine, the engine for Metal Gear Solid 5, they use a similar system to the Killzone engine, with light probes.
Killzone: Shadow Fall lighting and rendering tech talk It's long, but he's constantly talking about lighting, how reflections work in the defered lighting system, how to build assets for the new lighting, etc.
I am Joe Wilson from Marmoset, the guy who made the Camera and Vepsa models in the Skyshop demos. I wrote a material tutorial for the camera asset that explains how to set up various different material types in Marmoset Toolbag, the same principles apply for Skyshop as the rendering system and shaders are very similar. Quixel's dDo is a great tool for creating textures, but again it will not automatically generate textures for you, you will need to tell it what sort of reflectance values you want for various materials, ie: wood, metal, cloth, etc will need very different diffuse, spec and gloss content. Ideally you will create these textures along side of your diffuse and normal maps (the relationships of the various textures are very important for convincing, dynamic materials). Also EarthQuake from polycount if anyone hangs out over there.įirst off, Specular and Gloss maps are not something that you can really use a tool to "produce" or "generate".