Yikes, It's been a while since I've posted here O_O
I've been kinda busy with other stuff in my life, but I have had time to tinker with the game engine, change some things around, etc.
Anyway, I've updated the PBR to look even better, I added antialiasing too, also Kind of redesigned Jean here...
Btw, The picture above is a screenshot of the game engine.
I still need to get skeletal animation working...
I should add shadows too...

Anyway here's another screenshot, except this time, with some Z-fighting and other bizarre artifacts that come with using a 16-bit depth buffer instead of a 24-bit or 32-bit one like most games nowadays.

Here's yet another screenie from yet another angle. If you can't tell already, I'm working a lot on getting things looking good before I work on other stuff.
If you're down this far, I'll tell you a little more about some of the specifics I did to upgrade my PBR:
I added Shader-Based Specular Antialiasing ( An isotropic variant described in a research paper by Square Enix )
I replaced the Lambertian diffuse with an Energy-Conserving variant of Oren-Nayar diffuse ( Though subtle, it makes all the difference )
The type of antialiasing I chose is MSAA ( Generally used by game engines with Forward or Forward-Like shading )
I added a baked AO component to the textures













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