Doesn't shadow casting toggle only work with dynamic lights? Either way, another option would be a material based thing. Make the material masked and use the lightmass replace node to drive 0 (translucent) value into the transparency mask while using opaque value for the realtime option.
Do you mean keeping an un deformed instance? I have a script to do the casting in realtime that i keep meaning to clean up and release. its kinda like wrap it but with the fancy stuff. I suspect its the same method as both seem to have similar problems.
Cryengine 5.2 is out, with a better FBX importer (not only static meshes, but now also materials and animations plus automatic conversion to cryengine formats), realtime GI (SVOGI) enhancements and other stuff (videos available at the link). https://www.cryengine.com/news/cryengine-52-is-now-available-for-download
One part of me is yay, one part is fuck. Me and some friends are kind-of making a game, and we want to use similarly stylized art... now of course everyone's gonna scream we're ripping off this. That said, this is gorgeous and excellently implemented - especially if that last shot is realtime.
Kp, I think the reason why he tackled stuff that way is because, that's the only way for maya do perform (seamless) realtime symmetry :P I know it sounds like a joke but it's true - it only works with selection and transforms, not with geometry/topology edits. But yeah I agree.
- higher quality/more content -focused content in a specialized field (characters, environment, vehicles/weapons/props etc_ -artstation based portoflio - realtime artwork displayed in a game engine basically, invest some time developing a super refined skillset in the area of art you really enjoy :)
Oh so that's where it was all this time... lol, Nice, I prefer the realtime view as apposed to the top render, eyes have too much of a weird melted plastic look, like a cheap overlay in photoshop. Which takes away from alot of the good effort you've put in.
i like the black lines from the concept so maybe incorporate that, but i don't remember if torchlight adds a black outline to everything or not, maybe just a little more contrast and fixed light source look too it, since there isn't really realtime lighting in torch like wow...
considering that each major release from valve is coupled with subtle graphical enhancements i dont doubt it's realtime ... According to wiki episode 2 will boast improved large scale terrain with dense foliage DOF and more realistic soft shadows .. along with some more dynamic lighting ....
beeing able to scale bipeds in figure and non figure mode by selecting the whole shabang and the model without having to re rig and the bones get all fooked up. i second the realtime texture painting using photoshop like interface. cant remember anything more..hm...