To be honest most cloth in games these days is still simply done with bone animation, but there are some realtime procedural solutions as MoP describes. Another way to go is to use a cloth sim to generate a bunch of morph targets, and use those in game as opposed to skeletal animation.
The trailer is up at all the game sites. Just wondering what everyone thought. It's apparetly being deved for the 360 and PS3. I hope the fast moving shadows translates really well into realtime and isn't just part of a cut scene. The setting is very cool. Not typical for a RE title.
My ticket in the car party happening right now here in polycount. Also, need some insights from you guys. Still in the modeling stage. P.S. Sorry for the bad presentation, I just threw it with maya basic shaders. I don't know how to render it nicely realtime in maya. :)
Alice Johnson based on the Character from 'A Nightmare On Elm Street - the Dream Master' Realtime model with 80k verts budget 4 sets of 2k maps Using Maya Zbrush Substance Painter, rendered with Marmoset Toolbag 3 https://www.artstation.com/artwork/yP6dK https://www.artstation.com/artwork/yP6dK
cryengine 3 cinema, that is interesting, there is really benefits over using a realtime engine than rendering everything? looks pretty good :) This other thing with limiting graphics on release sucks, but I haven't heard anything about cryengine 3 dx10/dx11 features
Heard lots of cool stuff about Hero, I started off at a place that wanted to do a casual mmo and switched from torque to that. It was really cool to see the realtime world updates as an artist placed meshes in the game world. Some real cool FX there!
Yeah, plus 3D preview with realtime edits, cage sculpting, skew correction, etc. Toolbag is pretty cool, but I'm biased obviously. =P There's a couple live link plugins for Substance tools in our add-on library: https://marmoset.co/toolbag/add-ons/
Games nowadays often use ligtmaps only for indirect light and can thus be quite small. This information can even in some cases be saved in the vertexcoloring. Cast shadows is in turn usually realtime since newer games are more dynamical than what they used to be.
It may be for some reason but i make sure to have the latest videocard drivers installed on my videocard because Maya can be bitchy with all the new realtime viewport plugins. The problem went away with a fresh new upgrade from Nvidia (my case)
Looks amazing man, got some real style to it, and I agree, you should make some more stuff to go along with it. What shader are you using? You mentioned it's a Max realtime preview, and the lighting/shadowing looks incredible for a RT shot.