I have looked into this myself, but you can't do this in Maya with the default realtime shaders. You can use Mental ray to do these blends using the color per vertex node. The other option would be to find or write a cgfx shader thats does vertex blends.
Make the sun a dominant directional light. Won't help with build time much directly, but as the shadows are created in realtime (appears to blend between two lightmaps) you can drop the lightmap resolution considerably and retain those nice shadows. That is, of course, if you're not already using one.
decided i wanted to make a desktop of this, so i started comping it together. Ill be using a combination of realtime and ps for the final image. Im seeing bullets flying, smoke and fire on the horizon, and some silhouettes of other units in the sky...some mutas and maybe some broods:)
Oh in that case, copy the environment or create a small ground plane that follows the character around and apply a matte/shadow material to it. You probably turn off the shadow casting for the matte/shadow object, but leave receive shadows enabled. Works in a realtime viewport (shown below) and in renders.
Yep, i did this last year for a realtime visualization. The CAD models just need to be exported with a high resolution so dynamesh creates round shapes out of cylinders etc.. Or do you want to create a lowpoly direclty with z-remesher? That won´t really work.
Actually UT3 editor and Monkey lab totatly crash on my laptop >_< then ok.... I will try + normal map in Maya :) .. and if someone has some good url with Maya tutorial for creating good shader or getting good effect in realtime... My objects look plastic actually...
Insane? Crazy? Yup! Tin, here is a quick realtime turnaround. Sorry for the crap host, but hey its free And I'm done with the diffuse and spec job. That's one dirty demon with smooth horns. We should make a group picture now that so many skins are ready!
I think until solutions like realtime radiosity(there was a good one around, available for current gen consoles even, cant remember the name...) the best thing to do is use a bit of both, and have a system that can integrate baked lighting in with dynamic lights where needed.
you could also try using darkplaces, and export to the more sane md3 format instead, if you don't want to work in Quake's limitations. If you're shooting for the software renderer, FTE Quakeworld can support MD3's in software mode by translating them realtime to MDL.
This is a concept I thought a bit about before. To me, it seemed most useful as a tool to use like a profiler, rather than a realtime LOD system. Using it to determine the amount of detail you should use for various assets. Source engine levels are quite static though.