1. You need to use a normal map in addition to a displacement map in TB2. The reason for this is that the normals are not re-normalized after sub-division is applied. 2. This is expected behavior, larger faces will tesselate before smaller faces with standard realtime tessellation algorithms.
Started on some base colour/low poly tonight whilst I'm still figuring out a potential pose and some armour, as well as maybe reworking the lower legs. So here's a realtime grab of the low poly wip body/texture :3
awesome man! the overall lack of documentation for CE compared to UDK always made me tenative about starting projects in it, im probably gonna grab this and then there will be no excuse. from a lighters perspective, 100% realtime deferred is awesome, cant wait to get more into it.
Phil: Sorry, but local reflections are the only option at this time. Christoph: We're looking into some solutions for handling this better in the future, we would like to keep everything realtime with no pre-baking though so IBL probes are probably not the direction we will take.
I like your orc head and the Areanet character, nice work! With your realtime character I think if you did some more work to the textures and materials it could look 100x better, the tshirt and jeans are looking a bit plasticy atm.
Looking pretty good. Same thing as Jessica said some darker grays would help it feel a bit more natural, though once you get it into udk it may look better if you get some kind of reflection on it(cubemap or realtime)
Vig, is there any possibility that i can get you to stand over my shoulder and give realtime critiques for like... a day? i feel like it would probably improve my work 100x more than working for a year without it :P
Yes, Quack!, i've already set lightmap coordinates to 0 (i have non-overlapping UVs that suitable for lightmaps) My main problem is that realtime lighting is perfect, but lightmapping make seams on UVs edged and some total chaos at all model.
they still kept the ingame lowres shadows, realtime AO, and other various things they could've doctored up. nowdays fixing up renders is settings up the right scene and mood, takes too much time to make new content just for PR :)
Yeah me too, not having to deal with lightmap UVs has it's appeal. For those already using Sandbox, how easy is it to make a light setup other than Time of Day and atmospheric perspective fog? Is that all Sandbox is good for? ToD + realtime AO?