Hi everybody,
We are mainly using max and the real time hardware shading capacity of even 2014 gives oddities with normal maps, still lacks environment map support as far as I could see. Xoliul shader was the better option but is not continued and wasn't quirk free either around 2012-2013.
Idealy it would be a sollution that support Physically based materials, but we still need classic diff/spec/gloss system as well.
What are you guys using in 3dsmax or what stand alone solution are you using to get your work on your screen as representative as possible for use in any engine? Just in a correct way in the first place as that seems to be a challenge on it's own. (I've tried quit some things but I prefer not mentioning any to avoid biasing your responses
). I'd like to hear any idea
Thanks a lot, because this has given me too much headaches and waste of time
Replies
Viewing in the target engine avoids least surprises in a production but while texturing in paint apps such a photoshop, jumping back and forth to a target engine can be cumbersome.
Target engine for scenes.