Hello,
Well , i'm doing an art test at the moment and I am forbidden of using any kind of "post production effects " for my final render ", I can only do and have the final render of the scene done in 3ds max.
So I have some basic question about what a mobile game studio would be looking for as a "render for a real time environment" don in 3dmax only.
Should my render be taken directly from the viewport or can I make a render of my scene (knowing that i am not using any shadow from the lights and everything is baked into my lightmap)?
I'm unsure if doing a render of my scene would be counted as a post prod effect? If that's the case how can I achieve a great looking real time render directly from my viewport? (I always used game engine like unity or UDK to showcase my works, and doing it in 3Ds only is quite challenging for me.
Thank you for your answers.
Replies
the thing is by taking a screen of my viewport, the texture quality ( even when maxed via customize > preferences ) doesn't even reach half of what it should be.
and every texture with alpha does a very poor job in the viewport.
If the company is looking to have their assets rendered in realtime, chances are they probably want to see that it looks like in real time with whatever restrictions they give you. For example, I've seen art tests specifically mention something along the lines of 'no anti-aliasing, no texture filtering'.
It can come down to the wording of the tests and any communication you might have with the company, but I would try to follow any limits like that as closely as possible, while going above and beyond in other areas. For example, I don't think there would be anything wrong with giving them everything they are looking for, along with a small Unity Player scene that lets them rotate around the same assets being rendered there at a similar resolution to what they specified in the test. Just don't let such a scene be a substitute to anything they specifically requested of you.