Actually having said that. Is there a wise soul out there with any tips on getting the maya viewport to look better? I have it set to high quality rendering. But obviously you don't get shadows etc with that. Is there anything like a realtime shader that looks good and isn't mindbendingly hard to get working?
Why have you mapped both sides of the trigger guard separately? Isn't it symmetrical, or am I missing something? Also, er, why are you UVmapping the highpoly? Unless this isn't for realtime, you're supposed to make a lowpoly model and unwrap THAT, then bake normals down from your highpoly.
Looks good, needs the other maps though. as said this is not really something to practice texturing on. one thing aswell, do not render your models, just display them in the viewport with xoliul shader, 3 point shader or even in marmoset, realtime your models will look as they would look in game.
From what i understand, some ( usually older ) games can't really afford using proper quadratic falloff - because to get a similar look the light bounds would have to be much larger, causing a lot more fragments to be shaded and a bigger performance hit. ( at least for realtime lighting )
Curious, what´s the "Senior Portfolio" class at your university? @ topic: presentation/renderings could need some more love. I´m not a car guy but it looks interesting so far. What´s the end goal here? Only a highpoly model or all the way to a realtime model?
Hi Folks! Happy New Year and here are some new (non-realtime) renderings/3D concepts for the game. I created those to get a feeling for the mood/atmosphere and lighting of the interior. I'll do a cleanup on the assets and I'll reduce the polycount. I hope you like it! :) Cheers, Daniel
Testing out sketchfab, don't know if its something wrong with my textures or just how sketchfab handles its realtime rendering, but I seem to be having issues when it comes to the spec/gloss, backfaces and opacity. Also, texture has been resized to 2k [SKETCHFAB]f27971ea4f52475898c8158bb07951ae[/SKETCHFAB]
Aaaaand looks fantastic. I'd considered criticizing the lighting a bit but there's only so much you can do with UE4 in realtime right now. Maybe try playing around with a bit of the new volumetric fog effect (4.16) to see if you can get some subtle lightshaft effects.
Heya - I was running into the same issue with LT as well. However, there is a way to still work with the active instanced copy updating itself in realtime and displayed properly! For that you need to enable 2-sided rendering in the viewport options. It's one step more than the older way of doing things, but it works.
There is an issue with xnormal that has turned me off a little. You can see it on this page. http://www.polycount.com/forum/showpost.php?p=1169198&postcount=1984 Max has a way of tweaking edges so the blend better than Xnormal. It doesn't seem to matter the realtime dx render engine.