dev-log 2016 in years at 网易
Late version of monthly report at the April to august 2016 in years. It is an old monthly document that… 더 보기 »dev-log 2016 in years at 网易
Late version of monthly report at the April to august 2016 in years. It is an old monthly document that… 더 보기 »dev-log 2016 in years at 网易
OVERVIEW
来了解下怎么用 SD 构成制作工程。
为了维持PBR的品质,我们美术要用 SD 的各种功能制作系统并深入理解 SD 的 Workflow。
这部影片是韩国人的声音。但是您只能通过观看视频来理解它。 This video is a Korean voice.But you can understand it only by watching the video.
1. 首先,拿现在的PM02美术资源先会做个技术demo,之后我们再来听取美术们的意见,就不先直接解释技术了。
1-1 明确检讨技术以及性能层面。
1-1-1. 明确确认是Hardware sRGB Linear Space Rendering还是单纯在Shader里面处理。
Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.intensity Value in Runtime settings. 2.Blend Distance : Distance值根据Sky Cube或者相邻的其它 Volum box的Cubmap之间的距离来设置Blending的值。 3.Box Projection. Properties 虽然还没有必要全部实现Unity3D的所有设置,如果能分阶段都实现的话是最好的。下面罗列了基本要实现的值。1.Marmoset Engine 에서 제작… 더 보기 »Local Reflection bake system
It is a procedural texture creation software that I participated in development for about a year.
Based on the procedural texture generation algorithm of Dr. Sébastien Deguy, the founder, this software is recognized as indispensable software for computer graphics video and game production, and was acquired by ADOBE in 2019.