AshuraDX Posted April 20, 2017 Author Share Posted April 20, 2017 Still think how the game renders PBR is a bit off, just seems too shiny to me: @@AshuraDX I'm still animating this, but you can safely delete the unseen faces at the end where the muzzle flash is - we won't be turning the gun around.It's also very dark. Could be bad lighting work in the map. I'll delete all faces that are purely facing forward then. Link to comment
SomaZ Posted April 20, 2017 Share Posted April 20, 2017 Give me the model! (Please )Pbr could be broken for the view model. Not sure. It's lit via the light-grid if I'm not mistaken. I'm still figuring out, how the lighting should be done in GL2, but I'm sure now, that I will go for deferred rendering instead of forward rendering. This means, I will rewrite massive parts of the rendering engine (maybe not massive, but still a lot). I scrapped the idea of forward+ rendering, because it would require opengl 4.3 to be efficient enough. Link to comment
Tempust85 Posted April 20, 2017 Share Posted April 20, 2017 I increased the map lights to be VERY bright, compared to last time. I'll upload a WIP of the gun today to Dropbox, and post in updates when I've done it. SomaZ likes this Link to comment
AshuraDX Posted April 21, 2017 Author Share Posted April 21, 2017 I increased the map lights to be VERY bright, compared to last time. I'll upload a WIP of the gun today to Dropbox, and post in updates when I've done it.overly harsh one directional lighting is bad too Link to comment
Tempust85 Posted April 21, 2017 Share Posted April 21, 2017 Lol well, I never said I was a lighting genius. I detest lighting maps. What I'd like is a setup to mimic marmoset's viewport with 2 light sources. Of course you wouldn't be able to control them, but still would be good. I'll see what I can do later in the week perhaps. Link to comment
SomaZ Posted April 21, 2017 Share Posted April 21, 2017 If you remove the specular exponent in the shader, everything looks fine imo. You shouldn't use that keyword anyway. It's obsolete in terms of pbr. No need for manual adjustements, because energy conservation is part of pbr. Tempust85, Ramikad, minilogoguy18 and 1 other like this Link to comment
Tempust85 Posted April 21, 2017 Share Posted April 21, 2017 looks much better under the sun, could it be something to do with light maps? Would make sense that the sun gives accurate results. Link to comment
SomaZ Posted April 21, 2017 Share Posted April 21, 2017 looks much better under the sun, could it be something to do with light maps? Would make sense that the sun gives accurate results.No, your shader (.mtr) is simply wrong. Remove the spec exponent and you are fine. Link to comment
eezstreet Posted April 21, 2017 Share Posted April 21, 2017 Amazing work. That's a ghoul2 viewmodel? Link to comment
Tempust85 Posted April 21, 2017 Share Posted April 21, 2017 Sure is. Archangel35757 likes this Link to comment
Archangel35757 Posted April 23, 2017 Share Posted April 23, 2017 in my opinion we should see more of his thumb and the web between the thumb and trigger finger on the pistol grip in the view model similar to this: Here's a better shot from CoD: Link to comment
Tempust85 Posted April 23, 2017 Share Posted April 23, 2017 I've updated the pk3 (hopefully, didn't check it was done uploading before turning off my pc). Various Improvements. Link to comment
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