I don't give a damn about all the fancy new lighting and stuff (though realtime AO does sound rather awesome). All I really care about is those non-lumpy strokes.
well, they all look plastic to me. and the specular is all too hot and yellow. the eyes look painted on too. i guess i just need to see them all in context? are the cinematics realtime or prerendered?
"Worshipping Mouse" artwork. Done in few hours of doodling. Based on a beautiful concept art by Joachim Leclercq. Check out his behance https://www.behance.net/mojo999 High Res : https://www.artstation.com/artwork/N56qON Realtime video on my IG : https://www.instagram.com/p/B9Wn_A8D8ZS/
Has anyone done anywork for a mobile 3D realtime game--n-Gage or any other phone w/ 3D support? I'm wondering what polycount and texture sizes you had to work with--characters/props, anything. Thanks!
Hey guys. My first attemp to model human head and texture it. The textures are photopainted. I used 3DMax for base mesh, zBrush for small details, and PS for textures. Its realtime view using J.I Styles skin shader. Thanks for comments
Weekend bloodmoon wolf sculpt from earlier this year! Knocked it out in a weekend -- sculpted and vertex painted in zbrush, a couple of lowpoly models added later in blender, rendered in marmoset 3. Had a lot of fun ignoring realtime UVs/retopo and just focusing on the expressive painting and sculpting :) Process images:
However, if your aim is to move materials between renderers, both realtime and offline, then you'll want to avoid fancy blending graphs, and stick with standard metallic-roughness pbr, and use a single material per surface type.
Maya is probably able to be able to render out great shots as well. Unreal is meant for realtime applications, which means it has to cut corners in render quality somewhere. 3d software like maya, blender, etc doesn't have that concern.
I love this tool. Its made my life so much easier. And oddly enough the unreal based normals render better with realtime shaders inside 3dsmax than the default 3dsmax versions.... madness say.
Adding lights to the scene, setting up cameras, tweaking the render settings (Scanline, MentalRay, VRay, RenderMan ect...) and "rendering" out 2D images. It normally isn't done in games, the rendering in games happens in the engine in "realtime".