Innocent_Flower Posted December 29, 2014 Share Posted December 29, 2014 Three complaints: Firstly, Doesn't this invalidate the platinum purchases of those who bought the original armour? Secondly: Shouldn't you be doing this PBR reskinings on already existing primes? Last: Why is the energy colour an overlay? Why not just keep energy colour how it was (affecting only the small lights on the cosmetics) Link to comment Share on other sites More sharing options...
Renegade343 Posted December 29, 2014 Share Posted December 29, 2014 Thing is, Baro's Prime Accessories is a ripoff of the original ones. There is a noticeable difference. Link to comment Share on other sites More sharing options...
TheErebus. Posted December 29, 2014 Share Posted December 29, 2014 First one: Not really. Second one: It takes a very long time to do PBR Third: No idea. Link to comment Share on other sites More sharing options...
Innocent_Flower Posted December 29, 2014 Author Share Posted December 29, 2014 First one: Not really. Second one: It takes a very long time to do PBR Third: No idea. Start with the most visible things (the stuff that's covered in gold) like frames, paris, boltor, sicarus and so on. Link to comment Share on other sites More sharing options...
Orbister Posted December 29, 2014 Share Posted December 29, 2014 It doesn't invalidate the purchases but as usual non-founders/Prime-Access are not treated as well as founders/Prime Access, imagine if they released a "primed noru syandana" or any of those exclusive items, the forums would get full of rage in a matter of seconds. Link to comment Share on other sites More sharing options...
TheErebus. Posted December 29, 2014 Share Posted December 29, 2014 Start with the most visible things (the stuff that's covered in gold) like frames, paris, boltor, sicarus and so on. Again, it takes a long time to do PBR. I agree that they need to do it, but it isn't a walk in the park. Link to comment Share on other sites More sharing options...
(PSN)IIIDevoidIII Posted December 29, 2014 Share Posted December 29, 2014 Everything is meant to be PBR'd at some point, so new releases will be in PBR, else that'd kind of ruin the point of doing it. Hang in there, the PBR stuff is noticeable and it will get around to covering everything. Link to comment Share on other sites More sharing options...
turbinea Posted December 29, 2014 Share Posted December 29, 2014 It doesn't take that much time to make PBR material. It is both question of designing material and renderer. And skill and experience, but it isn't prohibitive long process. Link to comment Share on other sites More sharing options...
Reidmaster Posted December 29, 2014 Share Posted December 29, 2014 It doesn't take that much time to make PBR material. It is both question of designing material and renderer. And skill and experience, but it isn't prohibitive long process. Well it is when you have an entire game to reskin... Link to comment Share on other sites More sharing options...
Renegade343 Posted December 29, 2014 Share Posted December 29, 2014 It doesn't take that much time to make PBR material. It is both question of designing material and renderer. And skill and experience, but it isn't prohibitive long process. You have to ensure that the PBR code works without wrecking the other existing code. And if coding experience has taught me anything, it is to never assume everything would be alright by adding a seemingly unrelated function to the main program for an additional feature. Chances are, it would mess up the existing code. Link to comment Share on other sites More sharing options...
turbinea Posted December 29, 2014 Share Posted December 29, 2014 (edited) For most of the most part you can reuse existing materials and material channels. Problem may occur if someone really, really cut corners, but other than that, it is not that hard. 'PBR in the most basic sense is a combination of sophisticated shaders that represent the physics of light and matter.' So is more about setting up shaders and values than 'resking' (LOL) Edited December 29, 2014 by turbinea Link to comment Share on other sites More sharing options...
Thural Posted December 29, 2014 Share Posted December 29, 2014 For most of the most part you can reuse existing materials and material channels. Problem may occur if someone really, really cut corners, but other than that, it is not that hard. 'PBR in the most basic sense is a combination of sophisticated shaders that represent the physics of light and matter.' So is more about setting up shaders and values than 'resking' (LOL) nice non quote you got tthere Link to comment Share on other sites More sharing options...
turbinea Posted December 29, 2014 Share Posted December 29, 2014 You have to ensure that the PBR code works without wrecking the other existing code. And if coding experience has taught me anything, it is to never assume everything would be alright by adding a seemingly unrelated function to the main program for an additional feature. Chances are, it would mess up the existing code. Cannot comment on coding portion, but from artist point of view i do not see it as extra difficult. Thural> forgot to post source, ty for gentle reminder :) http://www.marmoset.co/toolbag/learn/pbr-conversion Link to comment Share on other sites More sharing options...
mkmahdi24 Posted December 29, 2014 Share Posted December 29, 2014 sorry if this sounds really stupid but, what does PBR stand for? Link to comment Share on other sites More sharing options...
turbinea Posted December 29, 2014 Share Posted December 29, 2014 PBR -> physicaly based rendering. It is latest trend in game rendering. Metals and materials in general look more realistic. Link to comment Share on other sites More sharing options...
raydog Posted December 30, 2014 Share Posted December 30, 2014 I think the switch to PBR will be a slow one as there have been mixed results so far. Some people are just used to the way the prime gold looks with the old system and are not happy with the PBR gold. With some of the other non prime items it seems like they work well in environments like the liset and maybe the hubs for the most part, but not so much in environments like the dojo and earth for example. This means that those environments haven't made the transition to PBR materials and that is why the pbr-ed materials react the way they do to light. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now