Well, I came here to ask about the hair and translucency tech that I saw in the various trailers but looks like I was beaten to it by The_Distiller and mbullister.
Just adding a giant +1 to both of their sets of questions. Please tell us more about anisotropy and translucency improvements and whether we’re going to see that tech integrated into upcoming releases!
What are the system requirements to be able to run this game at a stable 60 FPS?
Also it would be informative to know what the PS4 version had to sacrifices on graphics, to get a playable frame rate. This goes for the PC, too. What did you have to ditch in order to prevent a slide show?
Judging by how detailed each characters are, it will be quite hard to add new characters to the game. What do you think will you be able the hero pool frequently enough to keep people interested?
Are the characters created using masking maps and tilable detail material similar to the infiltrator scene, or traditional unique texturing with detail maps? Or did you use substance designer?
The characters are made up of a contrast of heavy surface and organic; Can you talk about the character art team and how you divide tasks, collaborate, iterate, etc
A quick reminder - we’re covering the technology behind creating the characters and not able to answer gameplay related questions this time around. A lot of the great technical inquiries in here are also going to be a better fit for another group as well (lighting/shadow, etc.), but we will absolutely have the appropriate teams on this series of livestreams
! So stoked to hear more about the Tech side of this game!
Just a few questions though:
What kind of Poly limitations were in-place for your characters?
As a MOBA I imagine performance across the net was a priority, what were some considerations with regards to that?
How do you handle Abilities, and what’s that process like?
The lighting used for the game looks . It’d be cool to get some insight into how that was set up.
Are data tables used in any format for the initial set-up?
This has to be the best looking MOBA I’ve seen to date, and I think you all are headed in an direction! Keep it up! Please, share more with the dev community on how some of that stuff is implemented it’d be to start creating characters to submit to your team to potentially add. So excited to get my hands on it to play!
How many UVs and how high res were your maps in general? Any plans to add a dedicated post on making a cloth shader similar to your skin shader wiki post?