Here's another test of a subdivided plane with a displacement map that's been scribbled on in the viewport. It kind of sucks at the moment since the texture doesn't update to the Displace modifier in realtime, and it's still reliant on how subdivided your geometry is...but I guess this isn't what it was designed to do.
Better refinement with ue4 lpv. I noticed the shadows on the floor created by the door openings shift or get distorted when I move the camera. LPV isn't there yet. Wish we could have realtime gi and shadows. Maybe in the next 3 years.
For a better workflow, it's just to use better and improved apps. An example, GOZ will make our workflow better ^^ I would like to paint my 3d models in realtime with quality (specular, bump, etc), photoshop style. Actual tools are very bad for me.
I can't seem to get overly good results out of marmoset so for now I am going to try and get nicer renders out of mental ray, is it preferred for realtime images or is it ok if I use mental ray for stills and Marmoset for turntables?
Started looking into some realtime shaders (Here im using Koddeshader) and cubemaping. So now we got some reflection in the metall and wood. Tweeked the dirt some more. Got some crit that the metall looks like rock, hope its better.
http://nitro4d.com/blog/magicsolo/ works pretty flawless ! I understand every other crit you have tho, i use it solely for work but no realtime stuff and i understand why its almost not used at all there. Ohyeah and vray is a must have ^^
Done! See the full project here: https://www.artstation.com/artwork/z3PA6 He is about 22,500 tri rendered in realtime in marmoset toolbag 3. 2k maps for the head and 2k for the outfit. Based on this concept: https://www.artstation.com/artwork/ONwnk Hope you enjoy.
http://www.slideshare.net/repii/terrain-rendering-in-frostbite-using-procedural-shader-splatting-presentation little bit about frostbites terrain rendering from siggraph and another http://www.slideshare.net/repii/frostbite-rendering-architecture-and-realtime-procedural-shading-texturing-techniques-presentation
Some good stuff Arac, but I agree on the 3d realtime being redundant. I personally would like to see more of the hipoly assets, along with the wires, as what you have is nice just short on how many things you have. Spark
Hi.. I've made the modular wall before with max + shockwave. Just want to share my experience. When aimed for realtime + low poly, major problem attaching modular walls and objects are z-fighting - and I have implement a lot of face removal.