I'd like some advice on baking textures for low polygon assets for use in a software engine with no realtime lighting. So essentially, not baking a normal map or lightmap for use with a realtime lighting engine, but completely baking the lighting into the texture, as realtime lighting/shaders simply aren't an option with…
if it's for realtime graphics don't use UDM, its more used in the VFX industry. For realtime graphics draw calls and in this case compatibility are very important. Out of the box not many realtime engines support UDM, so why do you want to go for UDM? Here is my suggestion, go with a non square texture and waste less…
hi Acegikmo you are super programmer man thats amazing I have the hard waiting for SF i have some offer: 1. i like SF provide realtime emission like real-time spherical area lights 2. i like SF provide tools for realtime cubemap and plan(scene capture reflect actor) reflection(update from scene like udk)…
Renders of game-art are not "Bad", it's just a bit strange to actually render 3D stuff that was made for realtime use in the first place. We had a discussion about this at game-artist a while back: http://www.game-artist.net/forums/general-discussion/7632-game-art-high-end-rendering.html. I've actually even changed my…
incredible. It looks too over the top to be realtime if you ask me. Every move is planned and the effects shown are a bit too crazy. There are fluid effects for fire, Lots of particle FX for explsion, motion blur, facial expression. It looks just too heavyto be realtime or nonscripted. Anyway, i really enjoyed the action…
but STALKER doesnt use indirect lighting like proposed by those geomerics, afaik noone does... lightsprint (also realtime radiosity) was said to be licensed for that "film noir" looking Rockstar game. But again in massive environments with lots of changing and moving geometry, there hasn't been a proper realtime game/demo…
Slowly picking away at my jedi character. Got a TON of polish to do now that everything's in engine https://polycount.com/discussion/233402/wip-jedi-realtime-character-metahumans-in-ue-5-6#latest
In Cryengine you dont need to unwrap for lightmaps, and in the upcoming unity 5 neither, as they use realtime GI that is voxel based or of sorts. But videos are looking very nice. I started with offline, and realtime is just such a blessing imo. I just sat a couple hours on a slime and skin shader that could have been done…
Been working on this model for a while in my sketchbook thread and finally got it to a point that its pretty much ready to go ingame and thought i would get some feedback. animation rigging ingame shot zbrush thanks for checking it out, also the engine in question is http://tesseract.gg it does realtime gi (via radiance…
I don't know if this solution will fit your needs but for a project I completed recently (where I had to show the project both in realtime in the 3DS Max viewport and rendered with MentalRay) i used a SHELL MATERIAL where in the 1s slot I plugged a Standard Material (meant to be rendered) and in the 2nd one I plugged a…