Damn. Quite impressed by most of that. Looks a lot better than the images posted two weeks ago. The amount of chrome on their editor is criminal, though. All that wasted space...
I may be understanding this wrong but if the voxel grid is pretty course doesnt this mean there's going to be light leaking all over the shop? or does SVO make up for this while maintaining sane amounts of memory usage
Not to put UE4 down at all because I am looking forward to it with a fair amount of excitement but making changes on the fly has been in Unity for ages unless I am misunderstanding what you are saying
Yes, i already got tesselation checked in, the problem is the mesh is not subdivided enought times to deform properlly, whatever i set a value of 1 to whatever in the tesselation multiplier i always get the same subdivision amount on the mesh
NICE! I hope I can get to see the 'tools' in action, that would really be interesting to see how they will create these tools in an friendly way in a game engine to minimize the amount of 'errors' an artist can generate (Cubemap area of influence not withstanding).
if you look carefully at the character you can still see the triangulation at the shoulders, and forearms, and even see the polies that make up his pouches and stuff. which is awesome! this means that it's not just huge amounts of tesselation making all of the pretties, it's clever shader work and materials.