Friday, 27 November 2015

Alpha presentations

Video from my alpha presentation

As you can see from the video, outside area was quite empty. I already had textures and ready and basic grass with textures. So it didn't take too long to round it up. The sky sphere was also close to finished.
Main changes needed after the presentation was to make everything much lighter, that was quite easy to make through world settings just adjusting global illumination.


My presentations first slide was this and Rob said it looked professional so I guess I'll take that as a compliment, not sure if it was throughout the whole presentation.


couple other screenshots


Sunday, 22 November 2015

PBR

PBR aka Physically based rendering is one of the more advanced technologies for materials and textures. Basically it uses multiple texture nodes in material editor to get a natural materials such as plastic, gold, rust or anything.
  • Base color
  • Roughness
  • Metallic
  • Specular
Those 4 points are the pieces required to make PBR materials. Base color is the simple albedo/diffuse texture as it was used before. Roughness map is always greyscale, black being very smooth and reflecting light, while white color is rough which wont reflect any light. With roughness textures you can get nice reflections and gives object more of a realistic look. Metallic maps are used to make metal materials, that reflect light very similar how real life metals does. I haven't used Specular that much and not exactly sure how it works, it is another way to bent lighting on the objects.