WHAT
To ring in the new year, comes on the stream to explore more of the art of Paragon. He’ll be joining us to show off how the foliage was built for Paragon’s environment, as well as how he uses Parallax Occlusion Mapping with materials. Come for the demonstration, stay for the magic.
WHEN
Thursday, January 7th @ 2:00PM ET - Countdown]
I’ll likely be at work during the stream. I’ll try and tune if it’s a slow day, though. Otherwise, I’ll catch it on YouTube once it goes up =) Looking forward to it!
The environmental artist should have access to the art bible and game design document.
It wouldn’t hurt to read a bit about the factors affecting the art creation:
theme, perspective, genre, world size, technology and other limitations.
Super excited for this! Just want to take this opportunity to display my deep affection for Epic Games, the magnificent Unreal Engine and the fantastic community which I’m proud to be part of.
I just watched the VOD and was curious about the blended material on the roots shown around an hour and 30 mins in. It looks like a DepthFade effect but on what appears to be opaque (or masked?) materials allowing the roots to smoothly fade into the ground while still remaining lit by the standard deferred renderer.
Is there any info on this material or blending opaque/masked materials using depth like that?