Original Post — Direct link
almost 4 years ago - /u/oniram177 - Direct link

neat! looks very similar to how we set up things like Prism and Nebula. Throw the normal map on there and play with some distortion based off of your edges!

almost 4 years ago - /u/oniram177 - Direct link

Originally posted by morgana_taro

I tried using the normal map to make the white (or the black part of the noise) be elevated, so it stands out and also be emissive. But i keep having the quality problem where the normals are sooooo pixelated so i dropped the idea for that night and HOLY SHIT ARE U SAYING U WORK WITH THIS SHIT AND YOU LIKED IT??? omg omg omg thanks ♡♡♡♡

I was trying to make the edge distort but i cant wrap my head around the logistics of it, i even tried to duplicate the mesh and make a glass copy over the original but it didnt look great :/

Do you have any advice on how to make that distort?

And again, thank you very much for the support ♡

not sure how to do it in blender. in unreal when we set it up there are 2 things happening. the main projection is just a simple camera vector, and the distortion is done by taking the image and doing a camera vector dot vertexnormal with some low intensity value to shift it. then we linear interpolate the 2 using a custom edge mask. hopefully thats helpful and not overly complex for blender.

almost 4 years ago - /u/oniram177 - Direct link

Originally posted by Brawght

Do you guys use Maya to do the base modeling, and in-house Unreal for the mapping/texturing/animation? I'm learning Blender this winter because I love the aesthetic of Valorant, especially in the architecture and details.

Artists use Maya for most things but also Blender, Max, and Zbrush for modeling/sculpting. anything that gets the job done really, all up to their own preference. for texturing we do the majority of the work in Substance Painter.

almost 4 years ago - /u/oniram177 - Direct link

Originally posted by morgana_taro

its nice to see that big companies are being more open to other softwares besides maya, i really dont feel comfortable with maya's UI and to see its becoming a less obligatory industry standard makes me a bit relieved lol

it depends really. some companies have tools and heavily engrained pipelines that rely on them, so you may not be able to get away from it all the time. With games at least one way or another everything has to make its way into the engine so for art asset creation at least theres a lot of wiggle room with software.

in our case artists can work in whatever package they choose but in the end it does have to go through maya to get rigged and/or exported

almost 4 years ago - /u/oniram177 - Direct link

Originally posted by Boryalyc

just wondering, have you ever considered hiring someone just off of some reddit post they made? Like they made some amazing artwork or design, and off that you think they are acceptable for a possible job? I doubt it but figured I'd ask anyway

No typically when sourcing for a job we look at more than just one instance of a thing. Work history, team fit, skill level, etc theres a lot that goes into an interview. We've definitely noticed folks not just on reddit but other platforms who share fan art and have also applied for jobs, but i dont think we've really ever sought anyone out just from a single post