All my shaders got an update, hopefully I wont have to do that again for a while. Blog Post: http://blog.leocov.com/2010/09/maya-realtime-shaders-big-update.html Download Link: http://blog.leocov.com/p/downloads.html Have Fun!
actually i would recommend a composite material with 4 sub materials for each vertex color+base. its quite easy to setup - for realtime editing you could simply create a dx shader which does exactly the same as the render material.
Depends. What's your target hardware? Most people always assume PC/console is the target. But if you're doing mobile, or VR/AR, baked AO is nearly always going to win over realtime/screenspace AO. The hardware just can't handle it.
3D bust I did based on the amazing concept by Paang Wong (https://www.artstation.com/artwork/KqZrW). Despite being a realtime piece I took some liberties with the polycount and texture size so optmizations were not a concern. I hope you enjoy it! Any critiques and sugestions will be very welcome.
Hi guys ! This is my new realtime char, personal work... His name is "Fallen" In this character I just want to render out my own vision of demonic creatures and stuff. used triangles 24547 for all 2048-2048 textures for Char and Weapon *color *normal *spec *gloss *glow *alpha
Health and mana potions! Also did a material test in marmoset. This is how i'm going to achieve a decent realtime glass effect. Obviously theres a bunch of tricks that can be done in UDK but i'd like to keep the rendering side of things in marmoset for this one.
What you can do is switch your renderer to DX9, SceneCaptureCubeMap will function right, then right click on your TextureRenderTargetCube and select 'Create New Static Texture'. Then switch back into DX11 - given its not realtime reflections, but this might work for your purposes.
pre baked material. So what you want is a tool that does this for realtime stuff or you set the material in your software package up as you would do it for offline rendering and then render to texture it. unreal engine has something like that build in
there should be a tickbox for realtime reflections in the shader params section of your material. DirectX11 for FreeSDK is not out yet, so you'll have to wait. There is a DX11 update coming which will include a lot of goodies like tesselation, but nobody knows when it'll hit.
I'm not sure if you are doing this for a game realtime or prerendered. Be careful trying to bake normal maps in Zbrush, they are not accurate and they will bend your normals quite a lot after exporting if it's for game purposes. As for the mirroring, did you try using smart simmetry on the ears?