What mop said. I was writing the same thing. 1x1024x1024 is a lot of texture space. If you want to think realtime go low, want to push detail go higher.
Your work is incredibly solid. But I agree with dGreenberg that if you want to be in the gaming industry, you're going to want to make a low poly and put your characters in a realtime engine.
Thanks r_fletch_r I will give it a shot next time. Perna, if you put them in your diffuse channel, it does give a preview realtime, but the scale isnt the same as the rendered.
I get this bug when I have realtime mode on in the UDK. Not sure if this is your problem but you may have something running in the background that causes it. In my case the UDK.
Cool, that's fair enough. The main point of taking these to a finished state still stands. I'd also suggest rendering in-engine for these, or in Marmoset Toolbag if you have that. Realtime renders are good!
Here's another shot. This is a combination of Iclone realtime render and another app for the crowd sim render. Iclone is metric scale so matching the camera is possible with other 3d appz.
I'm almost finished detailing highpoly. I decided that in the final it would be realtime model. I'll add it into marmoset viewer. Guys if you have suggestions let me know.
Started a layered cyborg bust today, so still early days. If I take it forward I'd like to make it realtime...maybe :3 Small paintover, feedback welcome :)
another example in realtime. [ame=" https://www.youtube.com/watch?v=EF7uAXenlAA"]Crysis 3 - Powered by CryEngine 3 Tech Demo (3D 720p, HD 1080p) - YouTube[/ame]
The realtime reflections will not reflect everything in your scene, just the stuff that is already rendered. They are cut off at a certain distance as well, so you should always use a cubemap in addition.