View Full Version : INSP: Interesting tricks from Overwatch

08-19-2017, 09:14 AM
Some, pretty subtle!


08-20-2017, 12:14 PM
Interesting. I'll have to figure out the convex edges trick and see how it works...

08-20-2017, 01:22 PM
Easy to do in lightwave with dp_edge node.

08-20-2017, 01:32 PM
It's what I figured. :) I just haven't had time to play with it yet.

08-20-2017, 02:27 PM
That was the most interesting one. Slick, "lightweight", and effective.

08-20-2017, 08:10 PM
Was there any official confirmation that LW Next included support for direct loading/saving/manipulation of Allegorithmic Substances?

Like it or not, articles like the above highlight how ubiquitous Substances have become in asset design. Forcing users to "bake" assets into maps for use in LW really isn't an efficient workflow compared to other packages' ability to use and manipulate them in their designed, parametrically-manipulable, packaged form.

The article also highlights (yet again) how important ability to access smoothing group info still is for game asset work -- some sort of official announcement of proper smoothing group support would also be quite welcome. It's unclear Substance support alone would be enough to enable shaders like the convex edge shader mentioned (Substances still depend on certain native information being present and accessible).

08-21-2017, 05:03 AM
Place your bets..

08-22-2017, 10:36 AM
I got this little trick to work, and it does make a the edges pop a bit.

I'll have pictures in a bit.

I've also discovered that it appears that dp_edge and VPR don't play nicely together (ie, Crash to error reporter).
(Maybe - it could also be db&w's remap node as well...)