Hi, it's funny seeing this but, are you trying to render this out? Or it's just realtime? I worked for this game, did 2 buildings as a contractor: http://hugobeyer.carbonmade.com/projects/2323618#1
Agreed, and the lighting is way too contrasty, all realtime with no ambient term isn't a good way to go, Doom 3 looked weird enough for just one of those.
You can change the transparency mode to dither. This looks quite grainy in realtime but it's better when you render out an image. edit: Drew beat me to it lol
many of the best selling mobile or browsergames use prerendered 3d assets, so knowing any of these renderers might just be due to their output. It doesnt have to be running in realtime.
I saw some workflows, but do they use some physically based methods or just hand modelling with some muscle system for prerendering, and any realtime method these days?
Yes I do. Though matcaps technically use faked lighting. The basic material I am talking about is found in the same menu and it reacts to realtime light.
Yeah I think we agree on that part (After all I am a cellular biologist for all that matters), but my point was that the Arbaro program is not suited for realtime applications
to answers on what? what are you working on? In which stage are you? Will this be for realtime use or not. yes you can attach things, yes this can be good. Or bad dependent on the case.