1. traditional polygon modelling 2. sculpting 3. retoplogy 4. baking 5. PBR texturing 6. modern realtime rendering, post, etc. 7. do it all again, and again, and again until your work is super tight and optimal, and of course very pretty.
Maya has a projection node that you can move as you like, I am sure Max does as well. Works great for simple things like logo or stencils that you want to see in realtime on your model and bake aftwards, but its not really a texturing solution.
Ya i was going to say, this half tone shading is something typically works best if pre-rendered. RealTime applications always seem to be a bit... unappealing, however this looks pretty good in your tests. Like Neox and the others said, i'd love to see this work on a character.
It varies by game, but it's usually a texture for that model that gets turned on/off depending on damage state, or a catch-all texture that gets projected realtime (like blood splats). In both cases the texturing is usually fairly simple, using the alpha channel as one would use regular transparency.
humm well depends... in vieport or n renderer? my biggest file was ~20mio quads, the renderer handles it with ease (scanline, dunno about MR) only thing you have to make sure is not to display it in realtime, to work with it you could easily just use a simpler proxygeo
The SSAO is a post process; it's done in realtime. Rebuilding the map should have nothing to do with it. If I remember correctly the SSAO control in View->World Properties has two checkboxes, one of them enables/disables overriding post process volumes, the other tells it what to override to.
That depends on the platform and on the game. A handy game car could have 50.000 faces and a PS4 car can have up to 1million in the showroom. Gameplay cars on PS4 are around 250.000 faces. Character on the PS4 are up to 80.000 and more. Lowpoly is everything viewable in realtime in a Game Engine.
hmm voxels, what the hell is a voxel? lol need to read up on these! The displacement mapping would be amazing if they could incorporate that, your average alpha mapped chain link fence would look never like anything you've ever seen before in realtime. That would be sweeeeet.
Updating this with stuff made during this last week. Suggestions and critics to improve are extremly welcome! An improved (I hope) version of the girl in this page: A realtime head model, with 1024*1024 maps: Another head, also with 1024*1024 maps: - a couple stuff to fix on this one thou.
Hey man, I'm in dundee too, realtime worlds is just across the street from me. first year at abertay though >.>, always wanted to move to iceland.. maybe I'll see you there in like 5 years or something :P how long u plan on staying?