Hi polycount! I made this kind of medical box to test my texturing skills, which are really weak I guess... This is the realtime model rendered in marmoset. [ame=" https://www.youtube.com/watch?v=NzVuTYWfCkM"]Medic Pack - 3D Videogame model - YouTube[/ame] Let me know what you think!
I decided to concept art and model all my characters new and old. This is a new character Lord Slugthor copyright 2009 Nicholas Carrington. I will make full tutorials of all the steps. 1.Concept art 2.Modeling 3.Sculpting 4.Texturing 5.Rigging / bones and muscles 6.Rendering / Realtime and Software
So, I've been tooling around in xNormal a bit and seem to run into a small problem. My colors in xnormal are not as sharp as they are in photoshop or maya. I imagine this is because of the realtime lighting but it seems a bit off. Anyone have any ideas? and the photoshop bit When comparing it to maya it seems to look…
I have an interior environment scene, I am using a mobile unlit shader with some ligthmaps. I would like to be able to have reflections from the environment baked into the shader, and I would like the shader to be able to receive shadows from the realtime characters. How can i do this?
Here are the final images: model ----Original Post---- Hey everyone, I'm currently making Kumiko from Sound Euphonium. It's going to be intended to be viewed in a realtime viewer so I'm going to try a certain technique to 'bake' in lighting and shading to make a convincing 2D effect. Here's what I've done so far :)
Hello, just a quick question: how can I set the viewport to display normalmaps and spec-maps in realtime in my 3ds viewport? I can just find tutorials how to bake normalmaps but I don't even know how to set them up to be displayed in the viewport?! thx for any help!
Nice one and I hadn't really appreciated the scope of realtime methodologies implemented in an archviz environment/context, although probably not to surprising since I've noticed this progressive trend in evidence via other industry sectors....also sounds like you're still having a blast, too :)
@kyrzon 38k? You are sure? Isnt it way to much for realtime fps? I recommend some reseach for your triscount. Maybe you can reduce a bit. Just from this picture I can see way too much polys on your small pipes down there.
Lovely piece of work. Started out great got better with each iteration. Loving your portfolio as well. Question about the texture flats: these wouldn't be intended for realtime use due lack of spacing for mipmapping, would that be correct? thanks and again, great f-ing work!
good progress dude. although for the pattern i would not use noisemaker unless you are using a ridiculous texture/mesh resolution. if you want to get this realtime, the best way to do it would be assigning a different material with a detail normal map (like they did in arkham city)