Jump to content

View more

Image of the Day

WIP title screen for #DeathOfAPartisan #screenshotsaturday #gamedev https://t.co/qJNhfZCvd4
IOTD | Top Screenshots

The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.


Sign up now

What shader effect is used in Deus Ex Human Revolution?

4: Adsense

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.


  • You cannot reply to this topic
2 replies to this topic

#1 mrheisenberg   Members   

360
Like
0Likes
Like

Posted 17 September 2012 - 06:26 PM

I'm talking about the shinyness
it's everywhere,his metal arms,the walls,the floors,the clothes,even their foreheads.It looks as if everything(including the character's skin) has some sort of enviroment map more or less o_O.Like almost everything has some shinyness or reflectiveness to it.The models are really low poly otherwise(you can see his shoulders are edgy),but the textures are ultra detailed.

#2 jefferytitan   Members   

2523
Like
0Likes
Like

Posted 17 September 2012 - 06:51 PM

If I understand you correctly, you're talking about specular mapping. This is another texture that simply says how reflective what bits are (and optionally colour information for the shine). That means you can make metal parts of a costume shiny without applying a separate texture/material/shader.

#3 MJP   Moderators   

19481
Like
0Likes
Like

Posted 17 September 2012 - 11:26 PM

Yeah it's just specular lighting, using whatever approximations they've employed (probably a mixture of analytical specular calculated in the shader and cubemap environment probes, which is what most games use).




Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.